Thanks Distant, I will try that and report back
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Thanks Distant, I will try that and report back
still no luck, have tried the above.
here's a simple example - it lags even in the simulator.
Hi CT,
I'd really appreciate a response on this.
In my example - although there's an "always" event - there's no more than 80-100 objects on screen at once, and it uses 11MB RAM.
I would NOT expect this to lag.
I cannot continue to develop using iOS export if it can't handle what I would consider basic functionality.
Thanks.
do you have visible counters on the screen for testing or anything? they impact the frame rate a lot right now if not invisible.
I have something like 240 actives at one time in my game and it's running, at 30fps mind you.
Hi Diablohead,
In my game I have one visible counter, however in the example I attached there are no counters at all.
Have you enabled compression by colour reduction in the application's properties?