Actor groups.

Introduction
Each actor type in a game may have a different role. An actor group can consist of multiple actor types. For example, HUDs may consits of buttons in and panels and even typing feature in various sizes and some HUD decorations You may or not want any game play objects to interact with these buttons. 

The picture above results in no collision relationship for buttons at all. 

This page is the easiest way to reduce lag in the game you create with StencylWork by reducing the collision relationship between actors. You probably do not want any gameplay objects to have any collision relationship with the HUD actors.  Walls should not have any collision relationship with walls either. That way you can very easily and significantly reduce lag and computational power usage. For the biggest resource consumption is on the collision especially with many actors. 

The real reason why stencylWorks are very lag and computationally demanding is because the actor collision relationships in gropus are not managed for all actors has collision relationships with each other and solid by default.
The picture above shows the default actor group settings and initial actor group
the other ways to reduce lags can be found in individual snippets section. 

Actors are added to actor groups according to their roles,  via dash board > selected actor type > properties.

Bulit-in actor groups, cannot be removed. - the ID is useful in code mode 

Group ID

Group Name

-2

Regions

0

Players

1

Tiles

2

Doodads

3

Actors


All user-created groups will have the group ID 4 or higher depends on which ones gets created first. 

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