Move vs Velocity vs Interpolate
So from my understanding and other threads, Interpolate would be the best to use performance-wise.
However, all of my actors needed to be moved have collisions associated with them, therefore I must keep moveable CHECKED.
I am currently using a "change velocity" Y, command to get each obstacle to move, would it be much better performance if I changed all of them to interpolate, EVEN IF I NEED TO KEEP MOVEABLE CHECKED. Or is Moveable, the culprit itself, and I wont see any difference if I use velocity, move, or interpolate.
It is just semi glitchy when the obstacles spawn. Each obstacle is a 1024x1024 PNG (it's a long story why), but the next step would be to change each to a smaller size to see if performance is better. The code of each obstacle has been lightened to the best possible.
Comments
You can move things, and detect collisions without activating the physics (making the actor 'moveable'), for example constrain Y to Y+speed or Loop change Y to Y+speed . . . etc.
It would be more efficient (=better performance) if you made a larger scene, keep all your obstacles static, and then move the camera (and the player actor) up through the scene.
@Socks Thanks!
To do the camera moving option, that would be great and I understand, but what do you suggest for doing an infinite runner.
Like when the camera and actor get to Y position #, change back to the original position or something?
@Socks said:
Hey @Socks
The constrain Y worked pretty well movement-wise but when you turn physics off (uncheck moveable) it does NOT register the collisions. AKA I go through every obstacle no matter what shape I am and I dont die or get any points.
Am I doing something wrong here still?
I'm using a lot of custom collisions fyi
What is 'it' ?
@Socks
"It" is Gamesalad or the Game as an entirety...
Pretty much when the block goes through a bar (as seen in the video above), it is supposed to collide and give you a point. When you uncheck moveable on the obstacle, the obstacle still moves with constrain, but it doesn't collide or give you any points
Ok, 'it' = the obstacle rather than the player.
I've attached a quick example.
@Socks I see I see, thanks for the personalized service as always lol
Your example works and explains it BUT...
How you have it:
-Block A1 is the one that moves using the constraint Y-5, and also has Moveable CHECKED
-This block A1 has NO collision rules
-Your B has moveable UNCHECKED, but has the collision rules
***Everything works as intended
When I change it:
-Block A1 is the one that moves using the constraint Y-5, and also has Moveable ****UNCHECKED****
-This block A1 has NO collision rules
-Your B has moveable UNCHECKED, but has the collision rules
***The block moves as necessary BUT the collision does not work, aka B doesn't appear pink with the word in it
What I got from that:
-When A nonmoveable actor has a collision rule within it, it MUST collide with a moveable actor?
My issue:
-Both my A1 and B in my game have collision rules within them, but only A moves. If I move ALL my collision rules to the B in my game, I am able to uncheck B as moveable, but need to keep A moveable?
Other things I notice:
When I uncheck moveable on A but put B as moveable, the collision also doesn't work but A still moves.
I've changed all the things to constrain and all the movements worked (not collisions as it was for testing purposes). It may had made things a bit slower even though the physics was unchecked.
I believe it had too many constrain loops running at the same time.
So the moveable isn't my performance problem I believe, it's probably the large size of images being spawned all the time, so I'll try that next.