This is our officially recommended workaround to needing multiple collision polygons, and uses the existing collision engine which is well-optimised, so I think you may as well do that.
I havn't tested this yet, but I will try it out, to see if I get any improvements I don't know if it would be a mobile friendly approach.
[quote:3all9cg9]
Have you tried the new "Sort Z order" action in the latest beta? That should be significantly faster than previous approaches.
Yep that's what I'm working against to beat. Even the new improved zOrdering it's still my 3rd biggest resource hog on Mobile, after Draw Calls and engine, so I'm trying to optimize it further. I would approximate it's using around 15-20% of the entire game logic. (Not counting draw calls and engine)
Turning off Z-ordering completely gives me around that much less CPU usage for the event sheet, so for me 20% just for sorting is still unacceptable. I would be a happy man if I could get it down to let's say <5-10%.
My game is still running extremely well, on midrange phones at almost constant 60fps, but I'm not done yet and still have some things to add, because I'm working on the limit of what a midrange phone can handle, I would be happy to cut the cost of the zOrdering even further.