I’m making a game that we would love to be fun and accessible to all devices, but of course some devices are older than others.
I’ve found that there are specific spikes in performance with certain events in my game, and I was wondering whether I could take any measures to slightly alter the game mechanics for users with these low devices.
For example, there are some coins that appear on the floor as a reward for doing something. On lower devices, this can cause a minor (not major) frame drop until the coins are collected.
I was wondering whether there’s any way to reduce the number of coins for a specific user depending on their device, if not device but general memory capability (or whatever else would affect the performance)?
It’s important to note this isn’t anything to do with graphics, as I’ve already got a system in place for that but actually altering mechanics depending on the local performance.
I can confirm that there are no unnecessary connected signals.
This is the issue that I’ve raised with my question, I would like to alter how many coins appear if the user has a lower device. Is this possible? If so, how would I go about doing this?
Coins aren’t rendered on clients if their camera focus is too far (too far is defined as 150 studs and/or cannot be seen with the viewport).
The client tweens a spin, which works absolutely fine on the vast majority of devices. It’s only the Galaxy S7 and iPhone 5 which seem to struggle with it by having some minor frame drops, nothing that is “unplayable” but it’s just something that I’d love to iron out in the name of quality control.
I guess I want to reduce the number of coins that the client deals with depending on their memory, because I don’t want to reduce it for everyone if the majority of devices can cope with it very very well.
an iPhone 5 is a pretty old device, but here’s something i can recommend: perhaps you can add a setting that toggles the tweening effects and test on those devices to see how it affects it?