Scheduling actions to my game layer efficently

rr2d2rr2d2 USMember ✭✭

I have a few questions here.

  1. If I am only needing something to run ever 2 seconds rather than every frame should I use a timer to fire an event every 2 seconds or should I do something else, like is there a overloaded schedule call where you can skip x amount of frames?

  2. Can scheduling too many things or doing too much in a scheduled action ruin my game performance or does cocos sharp handle prioritizing actions and skipping actions if it can't finish before it needs to redraw?(obviously I could test this but right now I have a really simple app and someone else probably knows the answer).

  3. Is there any good documentation on RunActionsAsync I would like to see an example of it being used.
    (All I have found so far is here which is limited...)

Best Answer

Answers

Sign In or Register to comment.