I’m experiencing HUGE fps drop on Android devices when I begin moving finger around the screen (it might be related to MOUSE_MOVE event I guess but I’m not adding any listeners). The moment I stop moving my finger fps changes to 60, mouseChildren, mouseEnabled and cacheAsBitmap doesn’t seem to change anything. I’m using newest openfl (legacy) and lime.
On Xperia Neo V fps drop is visible after adding 25 sprites, on galaxy s3 after 250.
for (i in 0...50)
var a = new Sprite();
var rect:Sprite = new Sprite();
rect.graphics.lineStyle(3, 0x0D7923, 1);
rect.graphics.drawRoundRect(0, 0, 50, 50, 10);
a.mouseChildren = a.mouseEnabled = false;
a.cacheAsBitmap = true;
a.x = Std.random(stage.stageWidth);
a.y = Std.random(stage.stageHeight);
this.mouseChildren = this.mouseEnabled = false;
addChild(new FPS(10, 40, 0xFF0000));
Adding bitmap instead of drawing round rect has the same effect.
Same problem on pirate pig example, the moment I begin moving my finger fps drops from 60 to 30 and if I set max fps to 30 it drops to 20-25 : ( It’s really weird because I’ve been using openfl for some time now and I have never noticed this.
Pulled, please let me know, everyone, if you experience any other side-effects from this, such as delayed events of other types, or conflicts with native extensions. In general, dispatching less touch events does seem like the fix here, though