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Hmmm. I remember you sending us your meteor game a while ago telling us about this issue and we fixed it... It must have come back!
I'll look into it again.
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Yeah I thought I talked about this with you guys a while ago too, I sent an example project with objects just with the collided behaviour in them being spawned on a timer (I think that was the problem back then) and destroying themselves after a time. I'll try to make another example and see what behaviours cause a lag buildup.
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Has there been any discovery on this? I have a similar issue that's just popped up. Sometimes spawn in one scene slows to a crawl even though all spawned are destroyed.
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Working on it!
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What behaviours do your spawned objects have? I'm getting confused with this now, I have absolutely no idea what's causing it but it feels like for my game it's a lag spike that reduces FPS from 50 to around 20, and because I keep spawning objects so quickly the game is having constant lag spikes.
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Fixed... Usually I don't brag... but that was a tricky one to fix!
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@Hamed Nobody actually cares about you. We just want our HyperPad games faster. 🤣
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Hostile work environment. I'm contacting HR.
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Awesome! Surprised you figured this out because I couldn't even figure out the exact problem with this, what was causing it/how did you fix it?
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Bullets and spawned objects were not being deleted
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So they were just like being disabled and hidden? If this is in next update, this is great. No more lag buildup in Meteor, or Space Shooter! (If I decide to continue on that game).
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Yes and will also be in the next update.
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@Hamed So, to be clear, in the current version, if I have spawned objects set to be destroyed, they're not actually being destroyed? My issue is this: I have one scene that has many spawned objects. It plays completely fine if the user picks that scene first. If, however, the user picks another scene first, plays with it for a while, and then picks the heavy spawned scene, the spawned objects are at a crawl.
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When you switch scenes it does the cleanup process properly. It maybe because your spawned objects have a lot of timers or complicated logic
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@Hamed after objects are spawned, will the project run just as fast as if they weren't spawned?
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Well, if you have a lot of objects that still takes processing power. The problem before was that the spawned objects were basically being hidden rather than being removed.
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@Hamed ok, but will there be any performance difference if you use spawned objects instead of objects added to the editor?
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There shouldn't be. But you may notice a slight hiccup if you're spawning a few objects or an object with a shoot behaviour all at once.
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@Hamed ok thanks!