0 votes

I'm finishing a 2D platformer game (on godot version 2.1.6) and I have certain problem with FPS drops that I cant explain.

the way I load maps is that I have parent "World" which at start loads a terrain scene and instances it. Changing terrain goes like this: queuefree() current terrain, load new, teleport player (same as _ready, only without queuefree() obviously). Enemies, npc, objects are all children of this terrain. Player and UI is outside.

All terrains work flawlessly on notebook (300-600 fps) however, on phone all, but one work. If this certain scene is loaded and I stand in right corner (x is around 11 000) my fps on phone drops from 50-60 to 5-10. However, if I move to left side and back, fps goes back to normal. Also, if I change terrain and go back it performs well.

I use visibility enabler on all nodes that have some processing. What could it be?

in Engine by (330 points)

hello i have the same problem! how did you solve this problem?

Please log in or register to answer this question.

Welcome to Godot Engine Q&A, where you can ask questions and receive answers from other members of the community.

Please make sure to read Frequently asked questions and How to use this Q&A? before posting your first questions.
Social login is currently unavailable. If you've previously logged in with a Facebook or GitHub account, use the I forgot my password link in the login box to set a password for your account. If you still can't access your account, send an email to [email protected] with your username.