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  • Can't reproduce here.

    Closing as won't fix even if there is a problem. Tiling sprites for the background is the most inefficient way of doing that as described in Performance Tips:

    [quote:alpo6ee0]Using Sprites instead of Tiled Backgrounds

    Creating too many objects can cause slowdowns, and a common mistake is to use grids of Sprite objects instead of Tiled Background objects. This is similar to using tilemaps inappropriately. For example, a 20x20 grid of sprites has 400 objects, which is a significant impact on the object count. A single tiled background can replace the grid of sprites and it only counts as a single object. Tiled backgrounds are specially optimised for repeating their texture so in this case it is literally 400 times more efficient than the grid of sprites. Always use Tiled Backgrounds instead of repeating Sprites wherever possible.

    Use a tiled background instead, which also guarantees seamless rendering.

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  • I think the S2 and S3 are subject to GPU blacklisting. Check in Chrome by visiting chrome://gpu.

  • Oh right, your .capx already had WebGL turned off so it was showing it working correctly instead of the error condition. That caught me out. I can reproduce if turning on WebGL.

    If you have 'seamless' mode off then the tilemap will run in tiling mode which due to the way WebGL works can only deal with power-of-two tile sizes (your tile size is 120x160, the nearest power-of-two size is 128x128). Since it's not a power-of-two it has to first stretch it to power-of-two then draw that, and the stretching is where the "glitch" comes from.

    If you turn 'seamless' mode on then it doesn't tile anything so the power-of-two limitation does not apply, but it still happens. This is indeed a bug because it's stretching to power-of-two sizes (which degrades quality) when it doesn't need to. This is fixed for the next build.

    tl;dr - in the next beta turn 'seamless' mode on and it's fixed. It can't be worked around at the moment with seamless mode off.

  • Use the Image Format dialog.

  • Can't see anything wrong here, top and bottom look identical in Chrome. Can you show screenshots?

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  • Memory usage

  • That's why it's not included, it's obfuscated at export-time to help prevent reverse engineering of your projects.

    Just use an instance variable with the object name.

  • Not sure browsers actually support this yet, but will take another look.

  • Do you have a dual GPU laptop with e.g. Intel graphics as well? In that case you need to update both drivers.

  • The problem is there is only one global obstacle map used for the pathfinding behavior. Everything pathfinds on the same map. So if you have object A with two obstacle types, and object B with no obstacle types, you have a conflict: should the one global map have those objects as obstacles, or not? In this case it happens to pick the global map where no obstacle types are defined. If you delete the red object there's no conflict any more and it uses the right obstacles.

    I'm not sure how to resolve this - having multiple maps becomes memory inefficient and possibly slower, but on the other hand perhaps the obstacle types should be global as well to avoid this situation... the easiest thing to do is to make sure you have the same obstacles added for every object using the pathfinding behavior.

  • Please attach a .capx as required so I can guarantee I am looking at the same content as you.

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Ashley

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