Godot Version
3.5.2
Question
Hello, I created project, where some objects enter window then leave on regular basis, but noticed that sometimes I get FPS drops and lags, I checked various forums for answers and tried many things that either increased the issue or decrease the issue(the decrease is usually small)…
In end got the issue in relatively stable state where it may not occure or occure 1-few times or happens often(RNG), but its best I could get it.
So I decided to put the issue into smaller parts to see where is the real issue.
So currently I have only scene with objects spawning and moving idefinetly + some autoloads.
The objects had 2 area2D childs with 5 connected signalts each.
After removing signal connections. The issue seems to drops quite a lot imo.
Now can go to 100+ objects without lags and fps drops tho it occasionally happens on start or at 120+ objects.
But as I was doing these tests I noticed new “Issue”, which I guess I should solve first.
The new issue is like this:
- I launch the scene F6.
- I watch if FPS drops or lags happens.
- When I feel like long time passed I go check how many objects are active.
- Usually I do this when 80-120+ objects are present.
- I go back and FPS drops from 60 to 45-54 and dance around these values.
- Never go up to 60 and it just lags in general all time.
If I do the window focus change at start it may cause lags and fps drops too but seems most of time it doesnt tho the lags and FPS drops seems to occure at 60-80+ objects on “itself”(actually its because I lost window focus during runtime atleast once)
I checked forums and stuff, there was something about “editor/editor settings/update continuosly” which resulted in more stable FPS but its still around 50 and wont rise up and still lags.
From basic look at how the issue is happening it seems like, when you start scene it have some priority that is lost and never gained back if window focus is lost…
Can you help me solve this issue or tell me whats wrong, thx