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    Lag over time

    Scheduled Pinned Locked Moved
    Fixed
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    • HamedH
      Hamed Admin
      last edited by

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

      MurtazaM 1 Reply Last reply Reply Quote 1
      • MurtazaM
        Murtaza Admin @Hamed
        last edited by

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

        1 Reply Last reply Reply Quote 0
        • HamedH
          Hamed Admin
          last edited by

          Hostile work environment. I'm contacting HR.

          1 Reply Last reply Reply Quote 0
          • Aidan_FireA
            Aidan_Fire
            last edited by

            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 Reply Quote 0
            • HamedH
              Hamed Admin
              last edited by

              Bullets and spawned objects were not being deleted

              1 Reply Last reply Reply Quote 0
              • Aidan_FireA
                Aidan_Fire
                last edited by Aidan_Fire

                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 Reply Quote 0
                • HamedH
                  Hamed Admin
                  last edited by

                  Yes and will also be in the next update.

                  ThisT 1 Reply Last reply Reply Quote 2
                  • ThisT
                    This @Hamed
                    last edited by

                    @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.

                    1 Reply Last reply Reply Quote 0
                    • HamedH
                      Hamed Admin
                      last edited by

                      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 Reply Quote 0
                      • iTap DevelopmentI
                        iTap Development @Hamed
                        last edited by

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

                        1 Reply Last reply Reply Quote 0
                        • HamedH
                          Hamed Admin
                          last edited by

                          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 Reply Quote 0
                          • iTap DevelopmentI
                            iTap Development @Hamed
                            last edited by

                            @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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                            • HamedH
                              Hamed Admin
                              last edited by

                              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 Reply Quote 0
                              • iTap DevelopmentI
                                iTap Development @Hamed
                                last edited by

                                @Hamed ok thanks!

                                1 Reply Last reply Reply Quote 0
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