Possible to exclude big animation images in runtime?

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  • I have a project that have some really huge animation frames. These don't pose a problem in the actual build exe and the game starts quite quickly within a few seconds (I count 3 seconds to boot it up in the actual exe).

    However in the developer runtime when I develop the project and run it with F8 it takes by my count 12 full seconds for the game to load. Of course this is a huge slog on the development. The only "solution" i have is to just to swap this object with the huge animations while I work on the project and then put it back in when I need to actually need to have it or build the project. But that is also a big hassle. Is there any better way to do it? is it possible to somehow ignore some animations with some toggle or something?

    Or make it load as fast as in the exe? (Not sure why there is such a big difference?)

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  • Sorry, I misunderstood your question.. when you press F8 it builds and runs, so there should be no debugger running in background - at least, I guess so.
    The debugger I meant is the one that comes when you press F7 ( run frame).

    However, when you press F8, you have to wait for the build, for the .exe file deployment, and then it will be run. This costs time.
    When you instead double click on the .exe file in a folder, there's no delay for a build and for a deployment, because the file .exe is already there.

    My two cents. Perhaps other users more expert than me could share some light on this topic.

  • Sorry, I misunderstood your question.. when you press F8 it builds and runs, so there should be no debugger running in background - at least, I guess so.
    The debugger I meant is the one that comes when you press F7 ( run frame).

    However, when you press F8, you have to wait for the build, for the .exe file deployment, and then it will be run. This costs time.
    When you instead double click on the .exe file in a folder, there's no delay for a build and for a deployment, because the file .exe is already there.

    My two cents. Perhaps other users more expert than me could share some light on this topic.

    Just to be clear though, the wait time is not before the application starts but before my game frame starts so my "loading screen" still show (i have 2 frames before the game frame)

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