What I can actually say is that RandoninRange is not the cause of failures in my project anymore, it was because many variables were “wrong”. I had a delay of more or less 1 min depending on the situation. Another thing that made my project more fluid was the fact that I passed all possible animations to Tiled (yes I use it to make my game rooms and everything else) as well as background and the rest of things. And these files are no longer in GD, I believe it has improved a lot.