Movable Objects Still a Performance hog?

JoeBJoeB Member Posts: 160
I'm in the process of optimizing my game, there are about 15 actors in a scene, with 2 actors spawning and getting destroyed every 5 seconds.

12 of these actors will be movable, and I have read that actors with movable attribute checked ON can drag down the performance. I was wondering if this is still the case with Gamesalad 2013, and I would love to test this out on a device but unfortunately Apple's dev enrollment program is still down. I'm trying to convert all actors except one to immovable objects with interpolate rules, but it's going to be a lot of work.

Anyway, are movable objects still a performance hog?

Comments

  • ericzingelerericzingeler Member Posts: 334
    edited August 2013
    Objects should only be moveable if you need physics. For example, a button toggle would be a non-moveable object... to move it, I'd use constrain position or interpolate position.

    I'm not sure how much of an impact moveable actors have on performance... but I'd assume its more costly than non-moveable... I always un-check the moveable option if I don't need it.
  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    Moveable does hit the device performance harder. But that's with anything. It's requiring more from the device. So only set things movable if they need to be.
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