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Messages - spr

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Support / Re: Loading times on Tilemaps
« on: January 24, 2014, 02:36:21 am »
Hi!

Thanks for your help! :)

The tilemap indeed was not commited, but that only reduced the loading speed by about 0.2 seconds on the half size map, and around 1 second on the 128x128 map. I do not use the Platform Collections either.

The top 3 in my Profiler were:

Overhead 63.2%
Camera.Render 14.2%
Graphics.Present 5.7%

Cleared right before the loading and stopped right after. I couldn't seem to find anything called tilemap.Build.

When I delete the tilemap again the profiler stats stay at about the same, the scene loads in under one second though.

Any Idea?

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Support / Loading times on Tilemaps
« on: January 23, 2014, 06:02:50 am »
Hey there,

I'm still very new to 2dtk and I'd really like to know if this is normal.
I am developing for Android currently and did experience some really long loading times.
In the end the tilemap turned out to be the 'problem', so I ran a few scenarios through my phone (Samsung Galaxy S2)

The Testing Scene did only have 1 Camera and the tilemap attached. I only used one sprite over the whole tilemap with a box collider attached.

No Map at all (0x0) = Around 1 second loading time
My Standard Map (128x128) = Around 20 seconds <-- Way too long for me/Average mobile phone gamer
Half of the planned Map (64x64) = Around 5,5 seconds <-- Acceptable, but map is kind of small
Big Map (512x512) = Over 3 Minutes, I quit at that point.

So I would really like to go with my Standard Map Scenario, but the loading time just is not good enough. The player has the option to choose from several maps, so I'm afraid I cannot load the level async ahead of time. Is there anything I'm missing here? Anything I could optimize?

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