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Question by Ekis · Jun 22, 2012 at 09:55 AM · overloadexplosions

Problem with game resetting itself

I'm making a two player game with a lot of explosions with Add.ExplosionForce, particle effects and moving objects. The game works most of the time. But once in a while when the game heats up, the game reloads itself even if none of the players have scored.

Is there a limit to explosions and particle effects that the Unity engine can handle? I have 25 bombs per player per game level. I'm not sure if I'm causing an "overload" of some kind.

My draw calls range from 700 to a little over a thousand while the frame rate is a healthy 35 - 95 fps. I'm using an object pool for some of the projectiles but not on the particles. I haven't atlased my textures yet and simplified my models and these may resolve some issues.

I tried to prevent it from resetting itself before any player has scored by a few functions focused on one of the moving objects. It doesn't work like I thought it would.

Here's my code:

 var object1 : GameObject;
 
 function Awake ()
 {
     var goAhead : boolean = false;
 }
 
 function Update()
 {
     DonotLoad();
     LoadLevel();    
 }
  
 function DonotLoad()
 {
     if (object1.active == true && ringBell == false)    
         goAhead = false;
         
     if (ringBell == false)        
         goAhead = false;
 }
 
 function LoadLevel()
 {
     if (goAhead == false)
         return;
         
     else if (goAhead == true)
         Application.LoadLevel (1);        
 }

The code does not stop the game from resetting itself but just loads the level really fast when goAhead = true, because I guess I put it in the Update.

How can I properly code something like this? Or should I limit the explosions to some kind of maximum? Can this type of game, play well on the new iPad Retina?

Anyone's help and insight will be much appreciated.

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