Ok someone explain this to me…
- As i was cleaning up more progaming i noticed i left an old condition from when the project used scene changing, the “Scene has finished Preloading” was still active on one of my “fake” scene changes, deleting everything, creating external layout stuff… and it was working, EVEN THO it was a condition check and i DID NOT tell it to preload that specific scene, the check still passed as true and the action happened, thats why i didnt realise that condition was still there.
So… i double checked this whole scene thing again, and…
- If a scene exists in your project, IT WILL BE PRELOADED at the start of the game no matter what, the action “Preload Scene” means NOTHING, the scenes are ALWAYS being pre loaded.
How do i notice this? Easy testing for anyone who wants to check it out.
All i did was make a block with the conditions: If key is pressed, If scene has finished preloading, Trigger once, and then the action “Change Scene”.,
It will work, even tho you DID NOT tell it to preload the specific scene, i tried it with all the unused scenes, and they were ALL PRE LOADED.
I also did the exact same thing but instead of If the scene has finished preloading, i used “If the scene exists”, and it was checked as true, the action happened, changing the scene.
So… again, the hell? Why are all scenes preloaded even tho i never told it to load them or change to them?
Everything is already preloaded in the background, it all exists there, you telling me there NO CHANCE of a pileup in memory? even tho its loading stuff you dont want it to load?
I also keep notecing performance drops when opening GDevelop for the first time, after a little while and restarting the software it all goes smooth again.
Please have a better look at this, i love GDevelop, im not just knocking it, i want to help make it work properly.
Let me know if i can help