It appears that sometimes when an entity that collides or checks is killed, it is not removed from a layer's checking list properly. If that same entity is then respawned, it will check collisions twice each update. Each respawn after that will continue adding another check to the update cycle. It may be best to handle removing from layers more conservatively, instead of trying to take shortcuts for performance.
It appears that sometimes when an entity that collides or checks is killed, it is not removed from a layer's checking list properly. If that same entity is then respawned, it will check collisions twice each update. Each respawn after that will continue adding another check to the update cycle. It may be best to handle removing from layers more conservatively, instead of trying to take shortcuts for performance.