I am curious about the best way to deal with event instance stealing. We would like to be able to hable this transparently at the system level to prevent the game level from having to check if its event has been stolen and handle it.
Does anyone have a good way to deal with this, it seems that the best option is to simply catch the stealing errors and use this information to tune the max playbacks setting. However this is not the best solution for managing the memory across levels where the demands for common events may be quite different.
I have tried dealing with the problem using callbacks but this simply leads to instance fighting. Are there any plans to provide other ways to handle instance stealing in a different manner in future versions.
- deighvyd asked 12 years ago
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