Optimize a level full of breakable blocks

I designed a level made of breakable blocks that the player has to crashes through to progress(similar to this kirby example). There are about 169 blocks on screen at a time but there are more offscreen. It plays well in the preview but when testing it on mobile the games frame rate plummets because of the number of blocks. is there a better way to implement the blocks?
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Hi - I think you need to show us the events and behaviours relating o the blocks. Put those events in an event group and look at the percentage of processing it uses in the profiler. You could try turning off the events/behaviours relating to blocks that are greater than 100pix from player

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