I have been stumped by a really annoying problem in my project. I am making a game where a ton of stuff is going on and to make things looks really nice and to save on performance I paste unnecessary actives into the background and destroy their actives. This way I can paste things like shell casings, footprints, blood etc into the background and have them still be there without vanishing and at the same time keep the object count really low so performance is good.
However I just noticed that for some reason objects pasted into the background are still counted toward the max object count (??). The max object count you seem to be able to have is 30.000 in a frame, but I thought this was just for active objects and that objects pasted into the background are not counted in the object count? The thing is that when I have pasted in 30k objects into the background (and destroyed their actives) and my object count is still very low things just stop to create and paste in.
I have created an example to demonstrate. I have set the max object count to 10.000 in this example and I have an event that always create 100 dots that move and are then pasted into the background and destroyed. However once it has done this 10.000 times it just stops and it cant create any more even though the actual frame object count is only 102 objects (the top counter).
Please login to see this attachment.Is there any way to get around this? Is it possible to "uncap" the max object count somehow that is currently set to 30.000?