Movable Objects Still a Performance hog?
JoeB
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?
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
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.