Colludium wrote:It sounds like you need to disable the enemies who are way off screen. That should drastically reduce your collision checking (providing they are moving and somehow checking for overlaps/collisions).
Yup, I was thinking on doing that by putting an event with each collision to only check collisions if that enemy is On Screen first, would that limit the collision checks to only what's on screen? How do you disable an enemy? If I disable the group code, that would disable it for all of my enemies.
Also, if there are no Object A on screen, but I have a collision check for OBject A and Object B, does it still check for that collision? OR does it only check collisions for pairs if both objects exist?