Author Topic: Performance issue about changing UIAtlas at runtime  (Read 1593 times)

terrynoya

  • Newbie
  • *
  • Thank You
  • -Given: 0
  • -Receive: 0
  • Posts: 2
    • View Profile
Performance issue about changing UIAtlas at runtime
« on: May 28, 2014, 08:21:18 AM »
HI All,
 I'm making an 2d action game, Characters have many actions that can't pack in one sheet,so I seperate actions (walk,move,attack,jump) like this.Then when I add 50 or more characters on my stage, and let them change uiatlas at the same time,let them attack(for 50 sprites, each call sprite.atlas = moveAtlas),then fps drop down drastically.
 Is there any idea or better way to solve this problem?
 Sorry for my English and Thank you.

hrlarsen

  • Newbie
  • *
  • Thank You
  • -Given: 0
  • -Receive: 3
  • Posts: 35
    • View Profile
Re: Performance issue about changing UIAtlas at runtime
« Reply #1 on: May 28, 2014, 09:52:16 AM »
just my five, but wouldn't it be idealy to use the Unity 2D system to create a game?

terrynoya

  • Newbie
  • *
  • Thank You
  • -Given: 0
  • -Receive: 0
  • Posts: 2
    • View Profile
Re: Performance issue about changing UIAtlas at runtime
« Reply #2 on: May 29, 2014, 03:10:35 AM »
just my five, but wouldn't it be idealy to use the Unity 2D system to create a game?
Very Sorry,My Fault, At last I found the cause was I Debug.log at that frame.
Change uiatlas will not effect fps and work perfectly
Thank you!