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    Lag over time

    Scheduled Pinned Locked Moved
    Fixed
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    • 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.

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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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