-
Notifications
You must be signed in to change notification settings - Fork 7.1k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
UpdateList bug since 3.17.0 - the object is never removed if it's in active state. #4544
Comments
I would say this is a bug. I have found the same, because of performance problems, after my game is running for a while. And in my game there are many objects created and removed again. |
@jcyuan Can you change the title to something more explaining, like "UpdateList not working", so it is better visible. And changing the description, to have everything from the create issue template, so it is processed, because if the template is not used, the issue will be ignored. Because I don't want to open a duplicate issue. |
@CipSoft-Components — Can you explain the bug, i.e. what's the defective behavior and how it can be produced? |
@samme Explanation: How to reproduce: Main problem from that behavior: When you have a long running scene, with many created and destroyed objects, the performance goes down extremely after some time. |
@CipSoft-Components sure, will do. @photonstorm this should be a coding mistake for fixing #4365 which was reported by me too. this is the existing code since 3.17.0: as you can see, if my object is in active state, it can't be removed at all! really easy to fix (I patched for my own project locally)
way2: change the condition
but personally way 1 is better and recommended. |
I'm curious why people not report this problem as this topic is already here for a little while... |
I think it depends on the games. Perhaps, many of the games don't have long running scenes, with very much unique objects, which they destroy manually. If a scene is shutdown, everything will be cleared up. And if you have many nearly identically objects you use groups, and don't destroy so many objects manually. |
yep, it does make sense, my game is a bit heavy too, so found this problem before. |
Thank you for submitting this issue. We have fixed this and the fix has been pushed to the |
please read the comments, so is this a mistake or I misunderstood something?
because I'm not quite clear of the purpose, so can't make a PR, sorry.
The text was updated successfully, but these errors were encountered: