Ashley's Recent Forum Activity

  • There are several conditions that may result in a pre-draw, and they vary across the WebGL and WebGPU renderers. As ever, it's difficult to say for sure what's happening unless you share a sample project.

  • You will not see significant FPS changes unless you use an unlimited framerate mode. Use mode "Unlimited (full frames)" to test rendering changes, as that draws full frames as fast as possible.

    In many cases you won't see any performance difference, because there is something else specific that is limiting performance. See Performance Tips in the manual for more advice.

  • A smaller example is the built-in Multiplayer scripting example.

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  • If you export with offline support, then when it identifies an update, all resources are fetched with the cache setting no-store, which means don't refer to the cache and don't store the result in the cache. It's the best it can do to bypass the cache entirely. Outside of that, the caching is determined by the server.

  • The service worker uses an internal version number and should update predictably based on that. The SW also explicitly bypasses the cache when requesting updated resources to ensure it obtains the latest version from the server. Usually if you have a problem with it still not updating, it's because something is wrong on the server side, like a CDN that is immutably caching resources so they cannot actually be updated. Unfortunately that's outside of the service worker's control. If that is a problem and you can't figure out how to fix the server-side, then one other solution is to put the version in the URL - e.g. the first export goes to example.com/v0/index.html, the second goes to example.com/v1/index.html, and so on.

  • It's much easier to help if you share a project file.

    If I had to guess, try changing to an integer option for the fullscreen mode, e.g. letterbox integer scale. Otherwise it uses fractional scales, and that doesn't work nicely with pixel art (that's just a fact of computer graphics and will affect any software you use, including Unity). Then make sure you are using 'Nearest' sampling, and there shouldn't be anything blurry.

    You can also create a new project and check the Optimize for pixel art option, which sets all the appropriate options for you automatically, so you don't have to try to figure out the right combination yourself.

  • When I change one of the Z's to depth

    Well, changing a Z co-ordinate for depth is not correct. They are different things. If you previously used the ZElevation expression, use Z instead; if you used TotalZElevation, use TotalZ, and if you used ZHeight, use Depth instead.

  • webgl2 version is better, so set project to not use webgpu

    Out of curiosity, why do you say this? Ultimately (in many years time) WebGL will be retired in favor of WebGPU.

  • I'm afraid it's not possible to help from just this information. In general we need people to file an issue following all the guidelines, otherwise we cannot investigate. Also try disabling any browser extensions you have installed, as buggy extensions are a frequent cause of issues in Construct - and in this case I think that's likely to be the cause, as there is nothing named CanvasManagerChild in Construct's code, so it seems likely it's coming from outside of Construct.

  • I'm afraid it's not possible to help from just this information. In general we need people to file an issue following all the guidelines, otherwise we cannot investigate. It may also be useful to open the developer tools (F12) and check for any additional error messages in the console. Also try disabling any browser extensions you have installed, as buggy extensions are a frequent cause of issues in Construct.

  • Setting the behavior vector X/Y directly doesn't need to use delta-time, because those are already speeds in pixels per second.

    Modifying the speeds over time is technically not framerate dependent but only in a pretty subtle way - the shown calculation should be good enough and I don't think it should result in a significant difference depending on the framerate. Perhaps the problem is something else not shown. It's much easier to help if you share a project.

  • A few years ago I wrote a whole blog post on this topic: The surprising difficulty of resizing images on spritesheets. That explains the problem and what to do about it (tl;dr: set the project property 'Downscaling quality' to 'High')

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Ashley

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