The entire program lags and im not talking about the game because when i open it i have 60 fps but the program itself lags when there’s more than one tiled sprite on the visible layer on the scene
Indeed, this is a known issue of Pixi 7. We hope it will be solved when we migrate to Pixi 8.
Hello,
Have you Davy a date for this update?
Can Pixi7 create an execution issue with the ANDROID APK?
Thanks for your response.
A+
Xierra54
Thanks for the clarification! hopefully the migration to Pixi 8 resolves this issue
I’m not sure about the specifics of pixi7/8, but as far as I know tiled sprites will always be at least a little more resource intensive than regular sprites or tilemaps.
In my own struggles with tiled sprites I was able to optimize somewhat by reducing the number of tiled sprites (find the most efficient way to construct the map), and by making sure their image resources have square dimensions, and when placing them on the map make sure they are always a multiple of those dimensions. So for example if your image is 8x8, then the object instances should always be 8x8, 16x16, 24x24, 32x32, and so on.
Reducing the overall number is definitely the biggest impact, but I thought the dimensions had an effect. I could be wrong as this wasn’t the most scientific testing
I use tiled sprites and panel sprites and I don’t find them to be significantly more resource intensive than using objects next to each other like blocks. However, there is lag in the editor, but it doesn’t translate into as much consumption in the preview (although you should leave the event editor in the background and not the scene editor because it will lag the preview as well).
There is a bug that drastically decreases the game’s FPS, and it only occurs when using non-smoothed images in panel sprites.
I understand that it icould be related to this known issue. Could it also be solved by migrating to Pixi 8?