metallore's Forum Posts

  • > There is 1 animated object on the screen and it alone increases the CPU consumption to 5% (while the animation is running). There is no problem so far, the real problem starts when I add objects that have no animations to a place where the camera can see them. How Does? I add 5 more objects next to this object, and these objects do not have any animation, the animations of the object I mentioned at first are working and now the CPU consumption has increased to 30%. Whereas, the only object rendered animation is the one that works because the camera doesn't move, but it looks like it's rendering other objects as well.

    if you are making any manipulations with 3dobject, in the construct, rotating, moving, changing size, it is also affecting on the processor a lot

    depending on how many polygons in your object.

    if 5K or more, simple rotating of this object when it is on screen, will drop performance a lot

    Thanks for your feedback. I already knew about this, so I contacted Mikal via DC and as a result, running an animation causes even all static objects on the screen to be rendered, which is due to certain restrictions. Any way to put at least some of the load on the GPU would be great. I hope Ashley can achieve this one day.

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  • Hi Mikal,

    I think I have detected a problem, there is something strange.

    For all the situations I mentioned, the camera is still.

    There is 1 animated object on the screen and it alone increases the CPU consumption to 5% (while the animation is running). There is no problem so far, the real problem starts when I add objects that have no animations to a place where the camera can see them. How Does? I add 5 more objects next to this object, and these objects do not have any animation, the animations of the object I mentioned at first are working and now the CPU consumption has increased to 30%. Whereas, the only object rendered animation is the one that works because the camera doesn't move, but it looks like it's rendering other objects as well.

    Good luck in developing the plugin.

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  • Everybody hello, I have to revive this article because I still have not found an answer to this question.

    Ashley

  • You can see my test project here, to use it you will have to replace the publisher ID and App ID with your own.

    Also it is important that you change your ad technology provider list from default to custom and select a maximum of 12 providers, otherwise it will fail to load the user consent dialog.

    I'm intending to take a look into the iOS version again soon, along with location testing. If you find any replicable bugs please file a bug report on the GitHub tracker, you will get a response from me faster. Also it's hard work trying to understand bugs from forum posts.

    First of all, thanks for your interest, I want to use it as the default ad unit, what do I need for this?

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  • I've tried the following:

    Touch > on touched SettingsButton > Mobile Advert > Show user consent dialog

    I've also added my Application ID, Publisher ID and URL Privacy Policy link to the Mobile Advert object and exported for Android and installed on my Android test device plus I've also exported and installed for iOS.

    Neither builds work or do anything.

    Anyone else get this working yet? Anyone want to share a screengrab? Do we need to implement javascript in someway?

    Send URL of your game for Android. I will try it.

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