Closed cabfile closed 1 year ago
Thanks for the heads up, I'll give it a look, it is pretty likely that I forgot to perform the appropriate object disposal during the game object's remove event.
Ok, after reading the API more carefully, I found out my object disposal functions are totally wrong, I'll try to fix them this week.
Any progress?
Aaaany progress?
Hi @cabfile , sorry for the loooong delay, I was in the middle of a project change at my job, which was driving me crazy, lots of things to do. Anyways, here's a preliminary version of the fix, please let me know how it works:
I'll be applying the same cleanup changes to the other projects too.
Sorry for the very long response as well.... I kinda forgot about this. It works. I made a simple project that creates 3000 3D sprites, and deletes all of them with a press of a button. 99% CPU usage drops to around 3%, and ~24 FPS raises to 60 FPS, meaning it works. Thank you!
So, for example, I have a 3D object that is a wall. Its bind on the J key that it will be destroyed. When I press J, however, it doesn't get destroyed. Or rather, it does, but it still looks like its still here. The only solution that works is first sending the object into
the stratosphereinfinity (set position to Infinity, Infinity), then destroying it, however, I am creating a game with procedural generation of terrain, and that workaround doesn't even seem to work!