tarek2
16 objects doesn't sound like a lot. Care to explain how it works?, maybe I can come up with something more efficient in your case.
Are they all checking distance too eachother and get picked if colliding?
That's what I thought is not many and the problem they will be more on the gameplay, at the moment I'm testing just to see where are the limitations to have an idea.
Yess that's right 16 objects on the screen and say like (150 of the screen) they are all instances of the same object even I stop everything off the screen, I use a family to check distances between them and make sure they don't check distances with their selfs by filtering the UID of each one and them when picking the family don't pick this Uid wich mean himself so they check distance against all the other ones on the screen.
To give you a perfect Example of the mechanics is like (Agar.io) when you split and has to stop the overlap between your cells you can be split up into 16 pieces and all of them they cant overlap they have to move next to each other
I'm not sure if I explained properly haha
so say 170 instances of one object is the total
from those 170 instances, 16 are the player and the rest are the enemy
I filter the 16 instances for the player by instance Variable say Var = "Player" to identify them
Then check the distances between this 16 instances
For what I see the problem can be when I filter pick the ones with Var = "Player" c2 will have to loop through the whole 170 if I'm not mistaking and all of this every thick, even if I put another condition first like (is on screen) or (is Active)