Profiler Reports High Object Handling Percentage

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  • I have an app which runs multiple sub-apps of other frames within the app. In profiler the events are less than 10% but "Object handing" reports over 80%. I'm trying to learn what exactly "Object handling" means, if there is a way to figure out which objects are causing this high percentage, and if there is a way to optimize these resource-intensive objects.

  • Do you use physics objects in your application? If so, there are 2 options (in the Physics Engine object) that may take lot of time, because the physics engine must evaluate contacts between objects:

    1. Add backdrop objects to the world: try to reduce the number of colliding backdrop objects.

    2. Insert non physical objects in the world: if possible unselect this option and use the "Add object to the world" action of the Physics Engine object to only add the objects that can collide (with other objects, playfield limits, etc) or have physics movements.

  • Do you use physics objects in your application? If so, there are 2 options (in the Physics Engine object) that may take lot of time, because the physics engine must evaluate contacts between objects:

    1. Add backdrop objects to the world: try to reduce the number of colliding backdrop objects.

    2. Insert non physical objects in the world: if possible unselect this option and use the "Add object to the world" action of the Physics Engine object to only add the objects that can collide (with other objects, playfield limits, etc) or have physics movements.

    Thanks for your reply, Yves! I am not using any physics objects. In my mail frame, from which other sub-apps are running, there are a few backdrop objects which overlap, but there is no movement of those backdrops and no object movement at all in the main frame. The sub-apps do have frames with moving actives and all sorts of other things going on, but the profiler is reporting the 80$ "object handing" is happening in the main frame.

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