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Achtunger

👏 IF 👏 YOU 👏 WON'T 👏 REMOVE 👏 THE 👏 PROP 👏 LIMIT 👏 I 👏 WILL 👏 MAKE 👏 LOVE 👏 WITH 👏 YO 👏 MOMMA 👏

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every one is telling Catsbit to remove the prop limit, but none is telling them how that are gong to solve the optimization eschew

lemy explain...

 

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 by bjb3n

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its not even that hard all they got too do is move all of the rigidbody props to a new layer, and all other prefab's to the default layer, and then just limit the amount of assets that can be placed from each layer.

 

I'm Shure its a lot more complicated, but its their job to figure it out, not mine.

 

Edited by bjb3n

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