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    Lag over time

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    • Aidan_FireA
      Aidan_Fire
      last edited by Aidan_Fire

      For both games all spawned objects are being deleted after a time, they never build up. For meteor any enemy that hits your shield or flies off the screen gets deleted, for space Shooter there was a limit to how many enemies spawned and they get dleted when you kill them. I am 100% sure that all objects are either being deleted or not being spawned in a way that allows them to build up.

      Jack8680J 1 Reply Last reply Reply Quote 0
      • Jack8680J
        Jack8680 @Aidan_Fire
        last edited by

        @Aidan-Oxley (unless hyperPad has some kind of memory buildup from objects even after they are destroyed)

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

          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.

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

            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 Reply Quote 0
            • ThisT
              This
              last edited by

              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 Reply Quote 0
              • HamedH
                Hamed Admin
                last edited by

                Working on it!

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

                  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.

                  1 Reply Last reply Reply Quote 0
                  • 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?

                                          1 Reply Last reply Reply Quote 0
                                          • 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
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