Spine plugin update

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  • Did you reduce this on the c3 plugin or the spine 2d editor? It should be updated on the c3 addon.

    I tried to reduce the animation speed in Spine2d and in Construct

  • Ah, I forgot the name of the ACE. It is 'set object render rate', set to 1,2,3,4 and see if CPU usage changes.

  • Ah, I forgot the name of the ACE. It is 'set object render rate', set to 1,2,3,4 and see if CPU usage changes.

    I tried it, it doesn't work.

  • Ah, I took a look at the project and performance. There is a 'wait' time before the spine WebGL can be rendered, and there is a 'wait' time for that. I have found this is not always the limiter for performance.

    In your case, try ignoring the CPU perf counter for now and adding many more spine objects while setting the ACE ticks per render to 4 or so.

    In terms of watching perf, don't look so much at the CPU side, but see when the GPU FPS starts to drop from the refresh rate.

    In my case, I have hundreds of spine objects, and the CPU/GPU perf doesn't increase that much compared to 1 (with ticks per render at 4).

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  • If the above does not work out for you, you can play with an experimental setting, which requires more work on the part of the dev and may not work for all situations.

    Set the above debug variable.

    If you change your display viewport (e.g., zoom, resize, etc.). You must:

    - Set the debug variable to "disable"

    - Wait for a few ticks to render with the new viewport

    - Set the debug variable back to "enable"

    In general, this is caching C3 render state, so if C3 render state ever changes, the above procedure should be rerun.

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