Hello,
As of Beta 7 there is no more removeSelf() of objects if you plan on using them later within the same app, so instead, you should set the isVisible property to false…
I am currently using Game Edition and know that the new Beta 7 rules are also going to be implemented within that, and I had no problems just setting all objects’ visibility within a group to false when going to another screen, however, I just thought of a potential problem that hopefully someone could put my mind at ease about.
Say you had a game where there were 10 different levels, which is very conservative, and the player is taken to a level selection screen and can play whichever levels they want as long as they “unlocked” them. Meaning, the user can go back and play level 1 or 2 even if they made it to level 10.
Now, if you can’t removeSelf() any of the objects, then wouldn’t it cause MAJOR performance issues having up to 10 levels loaded into memory with 9 of them set to isVisible=false while they are playing the current level? (assuming they unlocked all 10 levels and want to play between them)
Please let me know what the best practices regarding the no removeSelf() rule and switching between game “scenes” or “levels” would be?
Thank you very much. [import]uid: 7849 topic_id: 1665 reply_id: 301665[/import]