I have a map where I can go to different levels and then return to it, and I was pretty careful to make sure that previous scenes were closed.
But when I open a level for the third time (i.e., I open a scene, return to the map, open a scene, return to the map, then open a scene again), the performance is severely stunted, unplayable. It’s not a specific level causing this issue, but just the third time a scene is opened.
Am I missing a “stop any paused scenes?” Cause I’ve been quite careful about clearing the memory between scene switches. I’ve double checked it a ton, and it is stopping all paused scenes.
What do you call linked events?
I remember a problem with external layouts loading the objects twice, but it doesn’t sound quite like your issue.
Can you share a liluo build, so I can take a look at the issue?
I use a ton of these, 15-20 of them per level (it’s a big project).
For example. I thought maybe about using a trigger once but that obviously wouldn’t work. I have no idea what’s causing it. I did a retest and it’s just finishing a level and going to a consecutive one, from the map, that causes a slowdown of 100% (adding ~100% more load per every additional level opened). It’s almost as if it’s not actually closing the previous scene at all, but I made super sure that it was.
It’s very weird. I’d share it but I’m super secretive about the project I’m sorry haha. O_o
Most of us don’t care about about your project per se, but just want to help you to get it working. You can share a project in a PM rather than on this public post. Check with whoever you PM if you do, but I suspect any of the devs will be fine with it.
Another thing of note here is that when I restart a level directly from inside the game, there are no issues. Going back to the map, and going to the same level, has no problems no matter how many times I do it.
Only when I go to a new or distinct level, I’m getting massive slowdown. Still working on what’s causing it.