Move Vs Interpolate
What would be more straining on the memory.
The Move Behaviour or Interpolate. I'm guessing move since it uses the physics.
Am I right?
W.
What would be more straining on the memory.
The Move Behaviour or Interpolate. I'm guessing move since it uses the physics.
Am I right?
W.
Comments
Nope, it´s the other way around. Interpolate is lighter, because it does not use physics.
haha I thought I said that xD @NipaDidIt
Oops! Just read your post again and indeed that's what you said
Need to pay more attention next time...
Unless you're throwing dozens and dozens of actors on the scene and moving all of them, it's really not going to make a difference. The reasons for using one over the other are more precision and control of movement.
Well I do have quite a few actors being spawned and moving across my scene.
Do you know why does spawning and destroying actors affects performance? @Armelline
As I was thinking of recycle the actors instead of destroying them. I've made many attempts to optimize my scene still lagging somehow...
As I mention in our PM. Your issue is with Android as you said it doesn't lag on ios. You're not going to fix the lag as it's on GS end. You need to wait for them to fix the issue. I looked at your code and it looks good. Keep building your game and they will fix the issue.
@Lost_Oasis_Games Hmm it maybe but I'm not fully convinced since I reverted and exported a build from Mac Create 13.3 and it still lagged.. I will test it on the Iphone 4 tonight, its the oldest iOS device I have at hand and see if it lags there..
Sounds like your issues is unrelated, but I'll answer your question anyway.
Spawning of actors will cause lag under various circumstances:
Destroying actors doesn't have nearly as big an impact as people often say. Recycling actors can often be MORE intensive than just spawning and destroying them. It really depends on your exact needs, though, as with most things in GameSalad.
Thanks for the info @Armelline
@Lost_Oasis_Games @Armelline ok so I tested on iPhone 4 and no lag, so i it work on iphone 4 I have nothing to worry about right
Absolutely! Really very little point optimising for lower than iPhone 4 nowadays.
If it was me I would keep building my game based on those results. As I said, this is a GS issue in relationship to the android build side. It's good though that you took the time to build your code better. One should always look for the best logic method. Just because so ething works doesn't mean it's right...lol
Yap totally agree. I did have a few actors spawning every half of second that were totally unecessary @pHghost has been a great help too finding ways to further optimise the scene