Arcane Bit Vault's Recent Forum Activity

  • > You can see through the debug mode or remote preview how the frame rate drops

    This doesn't happen on my Windows laptop. CPU utilization goes up to 30% for a short period, but the tween runs smoothly and there is no fps drop. I'm guessing the problem is either with Tween or hierarchies on MacOS/IOS.

    I would try these things:

    • Check if WebGL2 is enabled in Debug Mode.
    • If possible, try a different browser.
    • Try using MoveTo instead of Tween.
    • Try using Pin instead of adding objects as children.
    • Test with sprites only, without the text objects.
    • Check if you have the same issue with the "Skeleton hierarchy" example in C3.

    Frames on android are falling even harder, skeleton hierarchy works well (the CPU load is only 6%), in my example, the CPU load is >65%

    fedca suggested , it 's all about the text , deleting it all drawdowns disappeared , but what to replace it with :(

    the screenshot shows a drop in frames from 120 to 64 frames

  • > All these checks occur only once at startup and do not affect performance in any way. The performance is affected only by the opening of the high score table with the behavior of Tween. It doesn't matter how to attach objects, in code or in the editor - it's the same thing!

    Yes it does affect cpu utilization. No it's not the same thing. Yes only on start of layout, just as i've described.

    You said "when i open it", so i wasn't sure if you mean the layout or when triggering the tween. Either way, it should be fairly easy to check if the "tween" is the issue, so just replace it with a different method and compare it.

    I can't reproduce any performance issues on decent hardware with your given example.

    You can see through the debug mode or remote preview how the frame rate drops

  • Does this demo project also have performance issues on iPhone? Because I see absolutely no problems in the code, it's simple and effective.

    Yes, of course! On any device, even on the Macbook M1 Pro, drop to 10 frames. Because of this, I can't finish working on the project:(

  • Remove all "for each" conditions. They're redundant in this case.

    Also don't forget that you're running many collision checks with "is overlapping", which is very cpu intensive. Instead, create your UI hierarchies directly in the layout.

    That way, you can get rid of the entire hierarchy setup on runtime.

    And you can disable "collisions" on all sprites. All this only helps for performance issues during start of layout though.

    If you actually have performance issues when clicking the buttons, maybe try a different variant to animate your UI instead of "Tween".

    All these checks occur only once at startup and do not affect performance in any way. The performance is affected only by the opening of the high score table with the behavior of Tween. It doesn't matter how to attach objects, in code or in the editor - it's the same thing!

  • I created a leaderboard for the game, and when I open it, I get a drop of 20-30 frames per second on Iphone 12 and on Nothing Phone. Who knows what exactly the problem is? I made a copy of the table in an empty project for an example.

    link:

    dropbox.com/s/l35xwsa7s94oexa/test.c3p

    Tagged:

  • Here is an update that changes the view from the camera object's position and angle and looks down a bit. Also added some controls to move rotate and strafe.

    There are many ways to set it up so I just picked one and went with it.

    https://www.dropbox.com/s/r4g7r0x6ty782zx/cube_raycast2.c3p?dl=1

    thank you so much for your help! is there any way to control the mouse instead of the keyboard?

  • it's a pity that the plugin is not developing

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  • I just replicated the “look at” action. If any of the other actions that move or change the orientation of the camera are used then they would need to be replicated too.

    Currently the orientation is a 3x3 matrix stored in three sprites. It can be rotated by multiplying with a rotation matrix that rotates the amount you want to rotate. In practice we’d use some simplification of that.

    Another way that may be simpler would be to only use the “look at” action to orient the camera. Just change the look at target.

    X: camera.x+100*sin(a)

    Y: camera.y+100*cos(a)

    Z: camera.z

    can you make an example? I can't do anything :(

  • So here's an example with cubes.

    https://www.dropbox.com/s/zd3ur98uvok1523/cube_raycast.c3p?dl=1

    It calculates the orientation of a 3dcamera that was set with the "look at" action.

    It then does a raycast from the mouse into the screen.

    It then positions a new cube by rounding the 3d position on a grid.

    This stops working when I add camera control as in FPS :(

    How to fix it?

  • Ashley is already solving the problem! It should be working soon

  • Actually it looks like something else has gone wrong. I'm looking in to it now.

    Thank you for the answer, I will wait for a solution to the problem!

  • All functions related to the request to the server do not work, for example, build in apk! What is the problem and when will it be solved?

    Everything is fine with the Internet!

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Arcane Bit Vault

Member since 27 Aug, 2018

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