1. flyinian

    SOLVED Performance hit with mp_potential_path

    I'm using mp_potential_path inside an alarm in my enemy instance and I'm having a massive performance hit when its executed. It consumes about 80% of the step. Each enemy is a child of the same parent inheriting the same code. There are currently 10 enemies being spawned at a time. I have the...
  2. ZacKow264

    GMS 2.3+ Real fps drops greatly when creating new path

    I have a monster that follows you, using mp_potential_path_object to get to you without walking through walls. As the player can move, the monster deletes the previous path and creates a new one every 3 seconds (room_speed * 3). According to the debugger, this causes a drop in real fps whenever...