Bjbn said this:
every one is telling Catsbit to remove the prop limit, but none is telling them how that are gong to solve the optimization eschew
their are 2 kinds of props
game-objects with physics. (the little bouncing apple, or bottle, or CHAINSAW!!!) ("rigidbody enabled")
and game-objects with no physics. (walls, the watchtower, the helipad,) ("rigidbody disabled")
if an object has physics it means that you're phone must calculate gravity and other physics related processes, and then render that motion, including the motion of objects out of the camera view (so when you turn around objects aren't floating in space) this slows you phone down and reduces the frame rate. (you have probably witnessed this when you placed too many cars.)
if an object dose not have physics enabled, you phone has an ez time rendering. and runs well with even large quantities of props.
I think that, catsbit should give those two kinds of objects different prop limits.
Edited May 6 by bjb3n
So THAT MEANS THAT THEY HAVE TO BE WORKING SO HARD TO GET just a little prop limit