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For-loops love to slow down games when using live code. I’m not sure if it’s because of “var”, or just because how live code is executed.

My solution to make it faster is to put code inside for-loop into separate script and live update only that script, not event where for-loop is.

That's good to know. This object does use a lot of for loops and it has the worst performance. I am seeing this issue even on some object without for loops however. But that lag might be within what's expected.

Thanks for the workaround, and I might experiment with not temporary variables in the for loops and see what happens.