I'm not entirely sure this is a problem with Construct or if it's CocoonJS who's at fault.
When I preview a project in the CocoonJS App on iOS, the size of the text object affects the performance of the game.
Basically, if I update a text object every tick based on an incrementing variable, and the text object is fairly small, I get 60 FPS on iPad 4. On the same device, if I make the text box bigger, the framerate drops to 4.
Only occurs in Canvas/WebGL mode (in CocoonJS I mean) on iOS. Doesn't occurs in webview mode. I haven't tried other devices since I only own an iPad 4.
I'm using CocoonJS v2.0.0.
Attach a Capx
Attached to this post.
Description of Capx
Increment a variable by 1 every tick, and display it in a text object.
Steps to Reproduce Bug
Framerate is really low
Framerate should be consistant.
Operating System and Service Pack
Windows 7, latest version.
Construct 2 Version ID
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Closing as won't fix, this is basically the same issue as https://www.scirra.com/forum/text-object-drops-the-performance-on-mobile-significant_t108633 and the conclusion is the same. Although I'd add in this case you change the text contents every tick, forcing a GPU upload of a new texture every tick. If you have to change text every frame, prefer a sprite font.