Arima, You often mention that you can just dump a lot of events under a "object > 0" to be more efficient with events, but would this not be contrary to how Ashley has explained the collision cell system (which is as far as I understand the only way collision should be done).
https://www.scirra.com/blog/ashley/6/co ... on-in-r155
[quote:28xpwteo]To avoid this, our new advice is: make sure collision conditions are the first condition in the top-level event. When no objects are picked, the collision conditions can make efficient use of collision cells to reduce the number of checks made, ensuring performance is good in all circumstances.
So it seems clear to just put overlaps as a top level event and condition (nothing above it) if we want to gain the benefits of cell optimization.
[quote:28xpwteo]If Is overlapping (or On collision) comes after another condition which has picked certain instances, it can no longer use collision cells ... If a prior condition picked a large number of instances, it must brute-force collision checks again.
But this statement brings up ambiguity, so it's saying that if the overlap comes after only "certain instances" or "large number of instances" it won't work — this implies that there are some unspecified circumstances where we can have the overlaps use cell optimisation when placed after other events/conditions, but what are they? It's too annoying to test, since the debugger doesn't distinguish between cell optimized collision checks and brute force collision checks.