Dialogue System getting abnormal/laggy after long time play test
Posted: Wed Sep 07, 2022 1:00 pm
Hi!
I'm working on a text-based game and it's quite content heavy. And it has a message app-like design so basically player talks to NPCs like using a message app.
Recently some of my testers reported that after running a nonstop play test on mobile devices (both iOS & Android) for like an hour or so, it's getting laggy for response button menu to show while switching between conversations. Also some response nodes with conditions don't show up even the conditions match. They said that everything gets back in normal after reopening the game app. But the issues would come back after another long time play.
Some information may be useful:
1. I have a coroutine that checks the database frequently to see if there's any new dialogue to speak from each NPC.
2. In database, there're around 100 conversations. And there're some conversations have around 250-300 nodes.
3. I use lua codes with Lua.Run and Lua.IsTrue a lot in other game system to check quest states and variables.
4. I use [f] tag in every player's response.
5. Allow Simultaneous Conversation is checked.
Is there any way to reboot/refresh the dialogue system in runtime or any tips to optimize it?
Thanks!
I'm working on a text-based game and it's quite content heavy. And it has a message app-like design so basically player talks to NPCs like using a message app.
Recently some of my testers reported that after running a nonstop play test on mobile devices (both iOS & Android) for like an hour or so, it's getting laggy for response button menu to show while switching between conversations. Also some response nodes with conditions don't show up even the conditions match. They said that everything gets back in normal after reopening the game app. But the issues would come back after another long time play.
Some information may be useful:
1. I have a coroutine that checks the database frequently to see if there's any new dialogue to speak from each NPC.
2. In database, there're around 100 conversations. And there're some conversations have around 250-300 nodes.
3. I use lua codes with Lua.Run and Lua.IsTrue a lot in other game system to check quest states and variables.
4. I use [f] tag in every player's response.
5. Allow Simultaneous Conversation is checked.
Is there any way to reboot/refresh the dialogue system in runtime or any tips to optimize it?
Thanks!