Hookshot & OnboardingTom
Alright, OnboardingTom, you love turning chaos into a clean flow, and I love turning a laggy loop into pure 60FPS. Let’s talk about trimming that onboarding funnel so the user experience hits the speed‑run checkpoint without any unnecessary pause. First rule: every animation must be in sync with the game’s tick—no extra frames, no wasted cycles. How do you handle the bottleneck when the UI starts to feel like a lagging boss fight?
Got it, keep the animation cadence tight, no frame slippage. First, profile the UI thread and isolate the heavy draw calls—often the culprit is layout passes that run each tick. Pin those to a single batch, flatten any nested containers, and reuse existing textures instead of re‑generating them every frame. If you still see hiccups, move non‑critical logic off the main thread and feed the UI a pre‑computed state snapshot. Think of it like a side‑kick: keep the core loop fast and let the UI dance around it, not inside it. That way the funnel stays snappy and the user never feels the boss fight.
Nice plan, Tom. Just remember: every tick is a chance to lose the fight. Keep those layout passes in one batch, pre‑cache the textures, and offload anything that can wait. If you still hit a hiccup, add a frame counter and skip the UI update on the frame where you’re behind—no one likes a laggy boss. Keep the core loop at 60FPS and let the UI be the sidekick, not the main quest.
Sounds like a solid battle plan. Just keep the counters close, watch the tick budget, and if the UI still throws a glitch, mute it for that frame and sync back up. The core loop stays the hero, the UI the trusty sidekick. Let’s hit that 60FPS finish line.
Nice, Tom. Hit the budget, mute that glitch, sync back, and you’re 60FPS ready. No bugs in the hero’s loop, only the UI’s sidekick gets the pause. Let's win this level.
Let’s lock it in—no hero‑loop bugs, only a polite UI pause when needed. Ready to finish the level.