So in my game I created the object “Off-Spring”, It’s premise is to duplicate itself so that it creates a large field of sacrificial springs that deal damage, but after a few duplications the game goes under severe lag. I’m not sure what’s causing this, since they don’t really have much code running.
But if someone wants to do a deeper dive, it’s greatly appreciated.
Does anyone think all the collisions is what’s causing this?
Yeah, Proximity and Collision can cause some serious lag in large numbers.
Do you know of any alternative? or maybe a way to disable the collision until it actually hits.
Did you look at the performance panel to see exactly what it causing the lag? The first step is to find the problem before you start trying to change anything.
Due to my current lack of Indie, I’m unable to do that. But i’m sure it what’s causing the lag, because it’s the only constant trigger in the object.
Can you set something up so that I can quickly and easily see the lag? If so, I’ll take a look at the issue and maybe have a recommendation
It’ll work if you just place an “Off-Spring” on the title screen, it’s less laggy there but it has the same effects.
OK, so as you can see - proximity is the big problem. That object has a bundle with a bunch of Prox triggers in it.
If they all need to stay, consider replacing those old-style Prox triggers with the newer Prox component. With the new one you control when it checks, instead of just checking all the time.
Oh boy, I forgot that ever existed, thanks a ton.
What do you mean by this?
No. Maybe put the collision into the A input of an AND logic gate, and put the In of an In View trigger into the B of the AND gate?
He means use the current one that is readily available instead of copying an outdated version from an old example like Lexmaier06 must have.