I know one scenario where Pin behavior can cause lagging:
Create 3 sprites A, B, C.
Add Bullet or Drag and Drop behavior to A.
Pin B to A.
On every tick set C sprite position to (B.x, B.y)
You'll see that A and B move together, but C is lagging behind. I'm guessing that's because Pin behavior updates coordinates of pinned objects at the end of the frame, after all other behaviors and events.
So maybe you have something similar in your game. The solution would be not to use (x, y) coordinates of pinned objects in any events or calculations.
[quote:15t8snbl]Just as a query what is the standard procedure for pinning an object, create then pin, right?? it doesn't need an every tick function or anything, I am assuming??
Correct. Create and pin, no need to "re-pin" on every tick.