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oholmwood

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  1. Thanks for your advice. I've tried to recreate the issue into a simple example, but unfortunately I can't replicate the problem. I'd show you the project but I don't think I'm permitted to do so currently, sadly. I'm not setting the useRAF to false, although when I tried out of curiosity, both easeljs and TweenMax seemed to be in sync, but that they both slowed down to less than a frame per second during the intensive bit! I put in logs on both the onUpdate of a tween that runs throughout and on the update function of easel, and at the most intensive parts, there's definitely a difference in how frequently they're called. Easeljs can get in 8 or more update calls while TweenMax has only reported 1. I think in the meantime I can make some adjustments and convert most of the more important tweens into movements on the easel update function. So it's not necessarily a crucial issue for us, but a bit of an odd one nonetheless. If I figure anything out that may be of use, I'll let you know. Thanks a lot
  2. I was wondering if anyone could help me with an issue involving TweenMax and Easeljs. We're nearing completion of a game built in EaselJS, and just in the device testing phase. We're finding on some lower end devices, such as the iPhone 4 (iOS7), that whenever the framerate drops from our standard of 24 to around 18 or less, any TweenMax tweens currently running will appear to run at an incredibly low framerate compared to anything else. Other non-tweened movements will continue as you would expect at the framerate drop, but we'll only see as little as three frames in any one TweenMax tween - the start properties, maybe one or two frames somewhere in the middle, and eventually the end properties applied to the object, and that's about it. Very odd. It makes it look like the game is struggling much more than it actually is, as everything not tweened is often running at a reasonable rate. Originally we added an event listener to TweenMax's ticker, telling it to update the canvas on tick but this resulted in a lot of performance issues, as it was trying to update the canvas more often than it needed to. So now we just update the canvas on the EaselJS ticker update. I've since tried setting the TweenMax ticker's fps property to whatever the current easel framerate is, and this is adjusted each frame. This generally improves the animation speed of the tweens quite a bit, but they're still not updating as smoothly as any other animations we have playing on screen during these slightly more intensive moments. The canvas is continuing to update fine, so it seems to be that TweenMax isn't updating the values as frequently as it should be. Does anyone have any idea what might be happening? Is there a relatively easy way to manually update the progress of the tweens, so that the canvas ticker and the TweenMax ticker can be properly synced? Thank you
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