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hyperPad

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  4. Lag over time

Lag over time

Scheduled Pinned Locked Moved Fixed
25 Posts 7 Posters 9.0k Views 3 Watching
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  • Aidan_FireA Offline
    Aidan_FireA Offline
    Aidan_Fire
    wrote on last edited by
    #8

    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.

    1 Reply Last reply
    0
    • ThisT Offline
      ThisT Offline
      This
      wrote on last edited by
      #9

      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.

      1 Reply Last reply
      0
      • HamedH Offline
        HamedH Offline
        Hamed
        Admin
        wrote on last edited by
        #10

        Working on it!

        1 Reply Last reply
        0
        • Aidan_FireA Offline
          Aidan_FireA Offline
          Aidan_Fire
          wrote on last edited by
          #11

          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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          • HamedH Offline
            HamedH Offline
            Hamed
            Admin
            wrote on last edited by
            #12

            Fixed... Usually I don't brag... but that was a tricky one to fix!

            MurtazaM 1 Reply Last reply
            1
            • HamedH Hamed

              Fixed... Usually I don't brag... but that was a tricky one to fix!

              MurtazaM Offline
              MurtazaM Offline
              Murtaza
              Admin
              wrote on last edited by
              #13

              @Hamed Nobody actually cares about you. We just want our HyperPad games faster. 🤣

              1 Reply Last reply
              0
              • HamedH Offline
                HamedH Offline
                Hamed
                Admin
                wrote on last edited by
                #14

                Hostile work environment. I'm contacting HR.

                1 Reply Last reply
                0
                • Aidan_FireA Offline
                  Aidan_FireA Offline
                  Aidan_Fire
                  wrote on last edited by
                  #15

                  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?

                  1 Reply Last reply
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                  • HamedH Offline
                    HamedH Offline
                    Hamed
                    Admin
                    wrote on last edited by
                    #16

                    Bullets and spawned objects were not being deleted

                    1 Reply Last reply
                    0
                    • Aidan_FireA Offline
                      Aidan_FireA Offline
                      Aidan_Fire
                      wrote on last edited by Aidan_Fire
                      #17

                      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).

                      1 Reply Last reply
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                      • HamedH Offline
                        HamedH Offline
                        Hamed
                        Admin
                        wrote on last edited by
                        #18

                        Yes and will also be in the next update.

                        ThisT 1 Reply Last reply
                        2
                        • HamedH Hamed

                          Yes and will also be in the next update.

                          ThisT Offline
                          ThisT Offline
                          This
                          wrote on last edited by
                          #19

                          @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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                          • HamedH Offline
                            HamedH Offline
                            Hamed
                            Admin
                            wrote on last edited by
                            #20

                            When you switch scenes it does the cleanup process properly. It maybe because your spawned objects have a lot of timers or complicated logic

                            iTap DevelopmentI 1 Reply Last reply
                            0
                            • HamedH Hamed

                              When you switch scenes it does the cleanup process properly. It maybe because your spawned objects have a lot of timers or complicated logic

                              iTap DevelopmentI Offline
                              iTap DevelopmentI Offline
                              iTap Development
                              wrote on last edited by
                              #21

                              @Hamed after objects are spawned, will the project run just as fast as if they weren't spawned?

                              1 Reply Last reply
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                              • HamedH Offline
                                HamedH Offline
                                Hamed
                                Admin
                                wrote on last edited by
                                #22

                                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.

                                iTap DevelopmentI 1 Reply Last reply
                                0
                                • HamedH Hamed

                                  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.

                                  iTap DevelopmentI Offline
                                  iTap DevelopmentI Offline
                                  iTap Development
                                  wrote on last edited by
                                  #23

                                  @Hamed ok, but will there be any performance difference if you use spawned objects instead of objects added to the editor?

                                  1 Reply Last reply
                                  0
                                  • HamedH Offline
                                    HamedH Offline
                                    Hamed
                                    Admin
                                    wrote on last edited by
                                    #24

                                    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.

                                    iTap DevelopmentI 1 Reply Last reply
                                    0
                                    • HamedH Hamed

                                      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.

                                      iTap DevelopmentI Offline
                                      iTap DevelopmentI Offline
                                      iTap Development
                                      wrote on last edited by
                                      #25

                                      @Hamed ok thanks!

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