Choppy Scene effect transitions with Composer

Upon opening my app on an iPad 2, the composer “effect” gotoScene transitions are choppy (i.e. delayed a second then everything just comes on screen in one jerk-like motion).  

I have 3 other scenes that do the same thing when they are first loaded. They are using slide type transitions.

After I have looked at every scene once, then the scenes start to smoothly transition.

What is causing the initial jerky/choppy transitions from composer scene to composer scene?  

Thanks for any help.

Is there a way to allow all objects to load into memory before the transition happens so that this jerky transition doesn’t happen?

In my main.lua - this is the last line of the code:

composer.gotoScene ( “menu”, {effect = “flipFadeOutIn” } )

Then in menu.lua there is:

        function scene:create( event )

        local sceneGroup = self.view

 

Is that the way I should be thinking about solving this (i.e. how do I get the transition to happen after the objects have been loaded into memory)?

The other thought I had  is to use  (Dr. Burton’s book isn’t too clear on this, IMO)

timer.performWithDelay

Is this the “curtain” to be raised, so to speak, and I’d use it to call the create:scene function?

And if so, is that essentially loading all of the objects into memory before the function is called?

If that’s the right train of thought, where do I place this—in my  main.lua or in menu.lua - before or after create:scene?

 

 

 

 

 

 

 

 

 

There is a composer.loadScene() function that will let you preload the scene.

Is there a way to allow all objects to load into memory before the transition happens so that this jerky transition doesn’t happen?

In my main.lua - this is the last line of the code:

composer.gotoScene ( “menu”, {effect = “flipFadeOutIn” } )

Then in menu.lua there is:

        function scene:create( event )

        local sceneGroup = self.view

 

Is that the way I should be thinking about solving this (i.e. how do I get the transition to happen after the objects have been loaded into memory)?

The other thought I had  is to use  (Dr. Burton’s book isn’t too clear on this, IMO)

timer.performWithDelay

Is this the “curtain” to be raised, so to speak, and I’d use it to call the create:scene function?

And if so, is that essentially loading all of the objects into memory before the function is called?

If that’s the right train of thought, where do I place this—in my  main.lua or in menu.lua - before or after create:scene?

 

 

 

 

 

 

 

 

 

There is a composer.loadScene() function that will let you preload the scene.