Andromedus Posted March 31, 2017 Share Posted March 31, 2017 Hey guys, I'm working on a little game which is running nicely on most devices, but struggling on some older ones. I've been looking through the profiler in Chrome, and one of the things I noticed is Phaser.Component.PhysicsBody.preUpdate. Now I'm not using any built in physics in phaser, so it sticks out as something that might be unnecessary. It's not massively processor intensive but having done what I think are the big optimisations I'm now onto the marginal ones! I wondered if anyone has any idea about whether I actually need it, and if there's a way to disable it? Many thanks! _Ric_ Link to comment Share on other sites More sharing options...
bruno_ Posted March 31, 2017 Share Posted March 31, 2017 If you are not using physics, you can use a custom build of phaser with no physics. You can download one from the site or make your own: https://phaser.io/tutorials/creating-custom-phaser-builds I don't know if physics are really your issue, but a custom build is always good because you only need what your game uses of the engine. Link to comment Share on other sites More sharing options...
Andromedus Posted April 1, 2017 Author Share Posted April 1, 2017 Thanks for the advice bruno. Reading through that tutorial you linked, it's actually dawned on me that particles, which I am using, rely on the arcade physics system - so I guess that's why physics was making an appearance in the profiler. Good to know! Link to comment Share on other sites More sharing options...
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