Ashley - Perhaps this will help me further understand the inner-workings of C3 so I can better manage how I set this game up...
What are the - oh, let's say - five most CPU-demanding features of C3? Such as the use of Families, For Each, Picking, etc.
There was a post by one Eleanor who was quite vocal about their opinion on what aspects of Construct worked faster (eg: Picking an object specifically by UID versus Pick All). So, I'm wondering if, however remote, this could help me refine my approach to large scale numbers of objects all running on one very large layout.
It has been my understanding, further, that For Each literally runs through each instance of an object during that tick it is called on. Naturally, with hundreds, or even thousands, of objects, whether by Family (or perhaps more so because of Families), that's going to demand more CPU. But then again, generally speaking, For Each might not be so demanding. ... That's just an example of my weak understanding of things "under the hood" of this engine.
I would estimate that this list, if you can provide me with such, won't always be objectively that way - it may shift depending on how the event sheets are set up and other factors. So, I'd expect such a list may be "on average".
(I'll post this in the Discord channel, too, just in case you're not able to get back to me right away. I know you're quite busy and I always am grateful for your responses.)