Hello! I'm fairly new to coding, and I'm very fond of pinball, so I'm trying to make a Pinball mobile game. So far it's going pretty good and all my central physical systems work pretty well (flippers, ball etc.)
I wanted a slight "shatter" effect when the player picks up a star - it turns into 4 little balls that bounce around for a bit then disappear (and are queue_freed()). For some reason, whenever I pick up a star, my game lags.
I really don't want to give up on this effect because it's very cool and the shards make tiny sounds when they hit walls and stuff... is there any way I can reduce the lag or optimize the game?
attached is an image of the profiler... you can probably guess when I've picked up a star. I should also add, the game is running at 120FPS;
Apologies for the late response - apparently I had notifications off
I ran it again, here’s a breakdown of the largest spike when picking up a star;
And thanks for your reply!
Both “Audio Thread” and “Script Functions” seem fine. I checked it again and the framedrops aren’t as bad… not sure what changed
thanks for the help either way…
Are you doing this stuff on a battery-powered device? Sometimes i get frame drops because the power saver mode downclocked my CPU to oblivion and any notification or minor background task makes it miss the physics process deadline.
Actually, I am; I’m working on a MacBook Pro. The frame drops really are kind of inconsistent. I hope when I finally export it to iOS I can see if the issue persists, but I’ve never done this before and Apple certainly did not make it easy… one of the few times I’m a disappointed I don’t have an android phone
Either way, thanks for the response. I assume if I try it on my phone and I’m still getting drops I’ll post here again or something