There is no difference, the number of collision checks (which you can see and test yourself in debug preview mode) remains the same. As mentioned above, optimize performance by using other conditions to narrow down the number of objects that need checking, by using within distance or is on screen or something similar.
That was the case in Game Maker. Because the engine would focus on one object to check its collision instead of check all hundreds of objects and their possible collisions. It was recommended to check the collisions of the objects with fewer counts. And if I narrow the objects down with distance or is-on-screen wouldn't that also need the engine to check each objects x and y etc.?
I would use an instance variable to keep track of the state of the tree (0 for stationary, 1 for falling ect.).
I did not do that because I assume that the engine would need to check each of the trees instance variables first.
Use an "Else" event after an is overlapping event to set oacity to 100.
Wouldn't this set all the trees opacity to 100 every tick? That could cost a massive amount of performance.
Not familiar with this, but the golden rule is that if you can't measure a difference yourself, its not worth worrying about!
For now I do not have enough of the gameplay ready for testing the childs performance loss. So I wanted to ask before.
Thank you for the reply.