Currently offscreenkill works when model spawns so i though how about changing it and let offscreenkill count only when model is already onscreen, so it will be active only when model is visible in playable area and it wont be active during spawn so when we will go forward and leave the model behind then offscreenkill will remove it, currently offscreenkill removes even on spawns which isnt really useful, it could be used better if offscreenkill would be activated only when given entity is already visible so offscreenkill would be inactive from the moment of spawn till whole offscreen time when it still isnt in playable area.
I had some slowdowns on android because i had lots of landmines and i thought if it slowdowns that much... i could of change their offsets a bit but it would be cool if ofscreenkill wouldnt work during spawn animation and when landmines arent even visible onscreen yet.
This might be even direction left or right based, but im using direction both in stages, i suppose it would be much easier to do it in one directional stage so offscreen would be active only when entity is offscreen on left side of the screen if stage is direction "right"
I had some slowdowns on android because i had lots of landmines and i thought if it slowdowns that much... i could of change their offsets a bit but it would be cool if ofscreenkill wouldnt work during spawn animation and when landmines arent even visible onscreen yet.
This might be even direction left or right based, but im using direction both in stages, i suppose it would be much easier to do it in one directional stage so offscreen would be active only when entity is offscreen on left side of the screen if stage is direction "right"