![]() You can do this by calling TextFX.EnableDebug(false). Once your project reaches a final stage, you should disbale debugging messages to gain performance. Texts that are not animated and are not changed frequently do not require any noticeable performance.īy default, Text Candy provides detailed debugging messages to let you know what's going on backstage. However, you should try to keep text redrawing at a minimum if you like to obtain the best possible performance for your project. If not, Text Candy won't redraw the text object. If you pass a new text to a text object, Text Candy automatically verifies if it differs from the current text. There is no exact limit of chars that you can animate at once, it solely depends on the aimed target device.Ī text object needs to be redrawn when its text or any of its properties (like wrapWidth etc.) has been changed. Trying to animate too many chars at the same time could produce a performance hit on weak target devices. Use it to avoid too many chars being animated at once. If you animate a text char by char by applying a transition to it, char delay is your friend. Charwise animations should be used for short texts or during a short period of time only. Animating an entire text object at once (inMode = "ALL" / outMode = "ALL") requires less performance.
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