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Rohbert

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RykinPoe

Well you obviously forgot to enable the reverse conbobulator function. Without seeing your code we can only guess what you are doing wrong. My guess would be your projectile objects code is too complex or doing something in a incredibly inefficient way.


QualityBuildClaymore

Does the lag remain after the projectiles are gone? Might be creating a data structure somewhere that isn't being deleted.  How many objects can they collide with? Are there a lot of those objects?  Check how you are making them to ensure they aren't also stacked (like somehow creating 60 projectiles on top of each other in a way that you can perceive)


Snugglupagus

Are you tracking them with anything like show_debug_message or similar? I did this once… now I know.


Sir_Elderoy

Dumb question but do your firing mechanic use a rate of fire to prevent your fire input to launch thousands of objects at once ?


Buttermilkie

There's probably some loop that is running too many times. Maybe create a counter for each instance create. Watch it and make sure you are making the amount you are expecting.