Hookshot & OnboardingTom
Hookshot Hookshot
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?
OnboardingTom OnboardingTom
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.