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Found 2 results

  1. hey guys, did you have a cool trick to search a specific tween in memory ? In a complexe deep events with multiple promises, i can destroy tweens but also keep some specific looping tween active ! And it become little bit hard when inside a breakpoint , to look and debug in memory if all go fine. You know when your search current active objects in memory. It hard to know what tween i need keep or release to gc. Did you have a tricks or maybe a thing we can do to know what tween are currently in memory when debuging? The example upper show me when snapp the memor
  2. hi guys, i noticed when i delete a objets, the easing still loaded in memory. What the best way to manage your api for a video game ? do i need to stock all instance in a buffer and batch destroys them ? Example here, all those objects not exist in my render, they was deleted, but keep existing in memory from your API. What best practice, recommendation for manage the garbage collector ? Did you have something native implemented yet? thanks
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