#Are layers light on resources? If not, would it be better to be more creative about layer usage?

5 messages · Page 1 of 1 (latest)

quick tusk
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Hello, I wanna switch away from using instance_create_depth and to transition to instance_create_layer, since depth is getting a bit messy for my liking. RN, I have 15+ instance layers, for enemies, interactables, players. and their respective particles. I could cut this amount down by a decent amount, but I would like to have full control over the layers, for example having a dedicated layer for particles that go over the player, and particles that go under the player, and I prefer having a more direct solution.
However, if instance layers are resource intensive, I'll bite the bullet and cut back.

TLDR: I was wondering if instance layers are resource-intensive enough for me to want to optimize the amount of instance layers in a room

signal glade
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go nuts

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the biggest drawback to a zillion layers is managing a zillion layers

quick tusk
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Late reply but thats great to hear thanks 4 confirming

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Slightly unrelated but is depth managing resource intensive? I have heard some saying stuff like that but i have no idea whether thats true