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Messages - DennisJensen

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iOS Help / Re: Lag when activating game object
« on: July 15, 2014, 06:31:08 AM »
The suggestion from above link didn't work  :'(

Thank you for trying to help. If you have a iOS device I can also put you on the test list so you can test it via testflight.

Jean Fabre:
It's 152 tris (76 polygons) for once piece of environment, however I use a mesh colider for each as well, so I guess its about the doubble? The screen shows one and sometimes two pieces at the same time.

Each environment piece has a FSM that check the position of the piece each second, if the piece if off screen it deactivates the piece. Ontop of all pieces I translate the environment in one big group on every frame. I tried reducing these FSM's.

I do use a lot of box coliders as placeholders for where the props goes and enemies, once the box trigger is on screen it spawns a enemy or prop in a pool. One environment piece has about 20 box coliders.

I tried showing both the environment and the props in the main menu to reduce loading but it didn't work.

iOS Help / Re: Lag when activating game object
« on: July 14, 2014, 10:42:38 AM »
Interesting solution, we will check it out, and see if it does the trick.

Jean Fabre:
I honestly don't think it can be solved with a pool manager, we are already using a pool manager for all our objects except the environment which reuses the objects. But I'm new to unity so I might be wrong.

iOS Help / Re: Lag when activating game object
« on: July 09, 2014, 01:33:00 AM »
Hmm okay, it's interesting.

It would be good to find a solution also for future projects.

PlayMaker Announcements / Re: [Released] Everyplay for PlayMaker
« on: July 07, 2014, 04:01:37 AM »
We are using these actions for our upcomming game, and they work.

Everyplay is great, and it doesn't take additional power.

iOS Help / Lag when activating game object
« on: July 06, 2014, 04:25:36 AM »
Hi Playmaker,

This might not be a playmaker question in general, but this community is so great, I thouht I would ask it here. I posted a problem with optimization some time ago  on the forum which I have been working on since then. Link to old thread.

It's a endless runner, in 2d, with a lot of stuff comming towards you. See attached screenshot.

The problem:
The first game you play lags. Not horrible, but a little bit all the time.
The game lags a lot on Iphone 4. On Iphone 5 it runs smooth after the first game.

In the profile thing, I can see that activate game object takes a lof of power in the beginning

I use three different pools for, Ammo, Enemies, Props (Coins etc). The environment is using eight different platforms, where two are shown at the same time, I activate it when I need to use a platform. There is three background planes and four midtground.

I read that unity takes more effort when it shows a game object for the first time. So maybe thats what causing it?

I use 3d physics, these take more effort than 2d physics, I only used them because this is new to me, and I didn't know better. I could change it to 2d but it would take a while, and if it didn't help it would be waste of time.

I use a lot of trigger events, and I use some global events. How bad are these? I have 2 environment modules showing at once each with about 20-30 placeholder (Just a box with a trigger) objects waiting to be triggered. I use to have a lot of every frame checks but I got rid of most of them.

We are going to publish this game soon, so any inputs are very welcome.

Thank you.


Action Requests / Re: EveryPlay Actions
« on: June 29, 2014, 05:10:05 AM »
I just tried the plug in, at it works great. There was some trouble with test devices but I think he is working on it :)


Action Requests / Re: EveryPlay Actions
« on: June 19, 2014, 02:52:05 AM »
Awesome !!!

I'm considering it. But I'm like 90% there :D


wow that was fast.

Thank you :) it works now.

This is really great,

And bottleNeck looks nice. We are friends of tumblehead and they are making some cool stuff :)

Anyways, we tried to implement the game analytics. We get this error:

"Assets/GameAnalytics/Plugins/Playmaker/SendUserEvent.cs(76,37): error CS1501: No overload for method `NewUser' takes `17' arguments"

We use:
Unity - v4.5.1f3
PlayMaker - v1.7.7.f6 (it says in the asset store)
GameAnalytics unity.package - v0.6.3

I tried to make sure that we use all the new version of plug ins.

Action Requests / Re: EveryPlay Actions
« on: June 09, 2014, 07:02:21 AM »
Oh Okay

Awesome :)

Action Requests / EveryPlay Actions
« on: June 08, 2014, 12:21:28 PM »
Hi Playmaker forum.

Anybody thinking about making EveryPlay Actions for Playmaker?

We are making a small mobile game right now, and EveryPlay seems like a great way to get your game out there, and getting it shared.

I'm not a programmer, so I don't know how to do this, but if anybody would be up for making the actions that would be awesome, and I would buy you a beer :D (Sorry we have 0 budget). As far as I can see on the site, it looks pretty simle to intigrate in unity.



PlayMaker Help / Re: Translate lagging on mobile
« on: June 04, 2014, 02:53:13 AM »
The environment pieces are quite large meaning you run on one piece for like 2 sec. I have 9 in total.

So all pieces are loaded into the scene at the beginning, and then whenever I use a piece i activate them, so only 2 of the 9 pieces are activated at the same time. When I activate a new piece it lags a little, but I also tried having all of the activated all the time, and then moving them off screen when not used. That caused a little lag, but all the time, not it only lags a little bit when I activate them.

So on the environments I don't use pool objects, but I reuse the 9 pieces again and again just by activating them.

PlayMaker Help / Re: Translate lagging on mobile
« on: June 03, 2014, 10:43:10 AM »
So I put all environment in a empty game object and translated that instead of all the objects individualy.

I also looked at everything to find update "Every frame", I found some and tried to get rid of them, using wait instead.

I also looked at textures and shaders. I use transparent vertexlit when using transparent objects, and we have a lot. But otherwise I try not to use transparent things.

It got optimized a bit, but it still lags when it loads in a new piece of ground/environment.

Not sure what to do.

PlayMaker Help / Translate lagging on mobile
« on: June 02, 2014, 05:40:47 AM »
Hi Playmaker forum.

Short introduction:
We are a small indie team, working on two games. One mobile and one console/PC/MAC. The mobile game is made in playmaker and causing some problems.

The game is a endless 2d runner, where you collect coins and upgrade your weapons. It has great looking pixel graphics. The game is different because you can challenge your friends and bet real money.

The game is very fast phase, and the speed increases. The camera is standing still and the environments move. The game is optimized fairly well, I use pool manager for all props, enemies and coins. I have some physics. But not a lot. And it seams that everything is running smoothly except how the environment translate.

I think the problem is the speed that updates and increases, while the environment moves. If I use every second the environment will increase speed every second (and frame) and make a little "jump", if I use every frame, it's not really working, because the FPS changes accordingly to how many objects are in the scene. it runs around 45-60 FPS on our mobile test device, and around 100 FPS on a PC. I tried playing around with both fixed update and late update.

I have translate on 9 different environment modules, a props group, on all enemies and a spawning object. I have a lot of functions that runs every frame.

Any ideas?


PS. I'm normally a artist, my knowlegde within programming is limited.

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