but u have to take in consideration all objects in screen are rendered by canvas... even if the system is saying is "invisible" once in screen they are actually transparent, and believe it or not... rendering "transparency" uses more memory then actual colored pixels.
No, you’re wrong. Check out this demo — make the sprite invisible, and you’ll see that GPU utilization stays 0% even with tens of thousands sprites.
Besides, this whole thing is moot because I’m not creating 100,000 invisible objects with 100,000 variables. It’s a single sprite with about 100 variables — zero impact on performance.
but is easy to remove a sprite by mistake once outside the screen.
That’s why my sprite has big text saying "DO NOT DELETE" on it. Plus, I have only one instance of it in the Loader layout, which I rarely even open in the editor.
thats why i suggest better use json, arrays, dictionary anything that its purpose is to keep number values, text values by default.
Oh, I do. I have about 30 different JSON objects. But for frequently used values, instance variables are much more convenient.
but considering C3/C2 is mainly used for tablets and phones, i know from past experiences sprite objects, and many instance variables on them, will glitch, like the variables will fail to be read and written.
No, that never happens. These so-called "glitches" are always due to user error.
especially a sprite is easy to delete by mistake, or change its designated state by simply adding it in a familly by mistake, and then "woops" the familly gets destroyed when shot
Just like you can accidentally delete an array, dictionary, or global variable?
These things are easily avoidable if you just pay a little attention to what you’re doing.