Level Streaming (possibly?) Issues.

UPDATE #2: The Confusion Continues :face_with_raised_eyebrow:

Alright, so here’s the scoop after testing this whole shebang in standalone mode – and believe me, it’s been a rollercoaster of emotions.

Let’s start with the upsides:

  • Those optimization tweaks I talked about in the last update? Well, they did some good stuff. While they didn’t magically turn our performance into a superstar, I did notice improvements in certain levels.
  • I took our VR experience for a spin, teleporting back and forth to every level in every possible sequence – and it went surprisingly smooth. No major hiccups to speak of, just some minor tweaks here and there.

Now, onto the not-so-great stuff:

  • Here’s where things get a bit whacky. The smooth sailing I just mentioned? Yeah, that only lasted for a few rounds. Out of the blue, I’d hop into a level, and bam – the same old performance and FPS gremlins were back in action.
  • What was once buttery-smooth became mysteriously plagued by these issues, and there’s no clear rhyme or reason to it.
  • I cycled through all the levels, and the problem tagged along for every teleport ride, with some levels being slightly more cursed than others.

So, where does the glitch in the matrix lie? Well, I’m still scratching my head a bit, but it seems like it might have something to do with the code that handles our teleports, loads, and unloads. :thinking:

Let me break down the code situation for you:

The load/unload events:

this images are the same line of code:
1-


2-

3-

  • First off, there’s this panel on the elevator with a bunch of buttons, one for each level.

1* - When I tap a button, it triggers an event called “move elevator” and passes along the button number. The event then does its thing, adjusting panel info from a structure and applying it. After that, it checks if we’re dealing with levels 0 or 1.

2/3* - Levels 0 and 1 are the cool ones where the elevator actually moves up and down slowly. If it’s not one of those, the elevator shield closes up shop, loads the next level, unloads the previous one – rinse and repeat.

I’m still in a bit of a head-scratching phase here, but I’ll keep digging to uncover the source of this issue.

Thanks for your time!