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    Lag over time

    Scheduled Pinned Locked Moved
    Fixed
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    • 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.

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      • 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.

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        • HamedH
          Hamed Admin
          last edited by

          Working on it!

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          • 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.

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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. 🤣

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                • HamedH
                  Hamed Admin
                  last edited by

                  Hostile work environment. I'm contacting HR.

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                  • 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?

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                    • HamedH
                      Hamed Admin
                      last edited by

                      Bullets and spawned objects were not being deleted

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                      • 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).

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                        • 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.

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                            • 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?

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                                • 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!

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