Proxy take longer to load a collection

Hi, I have a problem while changing scenes through collections via proxy. Which takes too long to load a collection in the debug mode. And considerable time take in the release mode too but not as debug mode. I have attached my game structure and the console.txt. Thanks in advance!

console.txt (4.9 KB)

It’s hard to say what the problem is without access to the project. Have you been able to reproduce this on other machines than your own?

If you want us to look into your problem I encourage you to follow this guide for getting help:

Hi, I can give you the project, if you can take a look into it?

Yes, sure. Share it with me (bjorn.ritzl@king.com)

1 Like

I’m unable to reproduce the problem. I tested on macOS and on Android. Log from macOS:

INFO:DLIB: Log server started on port 58857
INFO:ENGINE: Engine service started on port 58858
INFO:ENGINE: Defold Engine 1.2.159 (f7d0a1b)
INFO:ENGINE: Loading data from: build/default
INFO:ENGINE: Initialised sound device 'default'

DEBUG:SCRIPT: [init] main.script
DEBUG:SCRIPT: hash: [proxy_loaded]
DEBUG:SCRIPT: [init] splash.gui_script
DEBUG:SCRIPT: [init] splash.script
INFO:DLIB: SSDP: Started on address 172.19.4.108
INFO:DLIB: SSDP: Started on address 172.19.12.57
INFO:DLIB: SSDP: Started on address 172.19.50.180
WARNING:DLIB: Failed to send announce message (-14)
DEBUG:SCRIPT: hash: [INIT]
DEBUG:SCRIPT: hash: [proxy_loaded]
DEBUG:SCRIPT: [init] main.script
DEBUG:SCRIPT: [init] login.gui_script
ERROR:GAMEOBJECT: Component '/background#splashproxy' could not be found when dispatching message 'load' sent from logincollection:/background#main
DEBUG:SCRIPT: hash: [proxy_unloaded]
DEBUG:SCRIPT: hash: [LOAD_LEVELS]
DEBUG:SCRIPT: hash: [proxy_loaded]
DEBUG:SCRIPT: [init] level_selector.gui_script
DEBUG:SCRIPT: [init] level_selector.script
DEBUG:SCRIPT: hash: [proxy_unloaded]
DEBUG:SCRIPT: hash: [LOAD_GAME]
WARNING:GAMESYS: Too many shapes in collision object. Up to 16 is supported (40). Discarding overflowing shapes.
DEBUG:SCRIPT: hash: [proxy_loaded]
DEBUG:SCRIPT: hash: [proxy_unloaded] 

Log from Android:

07-29 12:28:24.603 22090 22118 I defold  : INFO:DLIB: Log server started on port 37861
07-29 12:28:24.614 22090 22118 I defold  : INFO:ENGINE: Engine service started on port 8001
07-29 12:28:24.614 22090 22118 I defold  : INFO:ENGINE: Defold Engine 1.2.159 (f7d0a1b)
07-29 12:28:24.624 22090 22118 I defold  : INFO:ENGINE: Loading data from: dmanif:game.dmanifest
07-29 12:28:24.641 22090 22118 I defold  : INFO:ENGINE: Initialised sound device 'default'
07-29 12:28:24.641 22090 22118 I defold  : 
07-29 12:28:24.648 22090 22118 D defold  : DEBUG:SCRIPT: [init] main.script
07-29 12:28:24.687 22090 22118 D defold  : DEBUG:SCRIPT: hash: [proxy_loaded]
07-29 12:28:24.687 22090 22118 D defold  : DEBUG:SCRIPT: [init] splash.gui_script
07-29 12:28:24.687 22090 22118 D defold  : DEBUG:SCRIPT: [init] splash.script
07-29 12:28:24.691 22090 22118 I defold  : INFO:DLIB: SSDP: Started on address 100.104.72.212
07-29 12:28:24.691 22090 22118 E defold  : ERROR:DLIB: ../src/dlib/socket.cpp( 94 ): SOCKET: Unknown result code 1
07-29 12:28:24.691 22090 22118 E defold  : 
07-29 12:28:24.691 22090 22118 W defold  : WARNING:DLIB: Failed to send announce message (-1000)
07-29 12:28:24.939 22090 22118 E defold  : ERROR:PROFILER: Could not open /proc/stat
07-29 12:28:27.643 22090 22118 D defold  : DEBUG:SCRIPT: hash: [INIT]
07-29 12:28:27.774 22090 22118 D defold  : DEBUG:SCRIPT: hash: [proxy_loaded]
07-29 12:28:27.774 22090 22118 D defold  : DEBUG:SCRIPT: [init] login.gui_script
07-29 12:28:27.782 22090 22118 D defold  : DEBUG:SCRIPT: hash: [proxy_unloaded]
07-29 12:28:28.829 22090 22118 D defold  : DEBUG:SCRIPT: hash: [LOAD_LEVELS]
07-29 12:28:28.939 22090 22118 D defold  : DEBUG:SCRIPT: hash: [proxy_loaded]
07-29 12:28:28.939 22090 22118 D defold  : DEBUG:SCRIPT: [init] level_selector.gui_script
07-29 12:28:28.939 22090 22118 D defold  : DEBUG:SCRIPT: [init] level_selector.script
07-29 12:28:28.944 22090 22118 D defold  : DEBUG:SCRIPT: hash: [proxy_unloaded]
07-29 12:28:30.368 22090 22118 D defold  : DEBUG:SCRIPT: hash: [LOAD_GAME]
07-29 12:28:30.836 22090 22118 W defold  : WARNING:GAMESYS: Too many shapes in collision object. Up to 16 is supported (40). Discarding overflowing shapes.
07-29 12:28:30.837 22090 22118 D defold  : DEBUG:SCRIPT: hash: [proxy_loaded]
07-29 12:28:30.905 22090 22118 D defold  : DEBUG:SCRIPT: hash: [proxy_unloaded]

It could perhaps be texture memory related. You do have some pretty large atlases, especially one which is 8k x 4k in size:

1 Like

Thank you for the help :blush: Let me try to split them out.

Not sure it will help though. Which platform did you test on? And did you test on multiple machines?

No, I didn’t test this on multiple machines. I’m using macOS and an Android mobile for this (which is Android v7 2.0GHz, 4GB RAM).

Hmm, very strange. Can you perhaps bundle a debug version (macOS and Android) of the game that has this problem on your machine and share it with me?

Sure Ill send :slight_smile:

I sent it through an Email :slight_smile:

The version you sent works just fine. I tested on a Xiaomi M9, Samsung Galaxy S9 and Experia Z5.

How are you testing? You install the bundled apk using adb or similar and then run it on the device? Or are you running from the editor and targeting your device?

I’m running from the editor and targeting my device.

This is quite important information! You should have told this when you reported the issue.

When you target the device like that all of the assets are streamed from your local machine to your device and this is quite a bit slower than installing the bundled apk and running it from the device. Are you connecting to the device over wifi or using usb? If you connect using wifi then please try usb instead.

3 Likes

Over usb, but I see a bit delay when it is in release mode.

You mean when you bundle an Android apk in release mode and install and run it on your phone? I didn’t observe any delay when I tested on a number of phones.

I just sent a screencast of a release mode app. You can see there was a delay when we tap on JUNGLE.

There will obviously be some delay when you need to load a 170Mb large texture and send it to the GPU. The length of this delay depends on the hardware you run your game on.

You can try to either reduce the size of your images so that the final texture/atlas gets smaller and/or you could add texture compression to reduce the size of the file ( but it will instead add some time when uncompressing instead). You will have to tweak this yourself to try and find an acceptable solution.

3 Likes

Thank you! :slight_smile: Let me reduce my textures sizes and atlas sizes.