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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 9.1k Views 3 Watching
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  • 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?

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        • HamedH Offline
          HamedH Offline
          Hamed
          Admin
          wrote on last edited by
          #16

          Bullets and spawned objects were not being deleted

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          • 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).

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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
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                  • 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?

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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
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                      • 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?

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                        • 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
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                          • 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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