Richard Davey

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Leaving this issue open as a reminder for it to throw a runtime warning about using this.

I'm not sure there's a massive amount we can do about this here, as we don't have access to a Tizen Smart TV. So it will require debugging from your...

This issue has been mentioned on **Phaser**. There might be relevant details there: https://phaser.discourse.group/t/phaser3-memory-leak-issue/8423/1

This issue has been mentioned on **Phaser**. There might be relevant details there: https://phaser.discourse.group/t/debugging-high-memory-usage/8161/2

Not necessarily I'm afraid. WebGL will use more memory than canvas just by virtue of having to create all the gl textures (as well as loading the images), so it's...

This is either Mac, or Audio, specific. Because with the given test (https://justintien.github.io/phaser3_memory_leak_test/) I cannot see any memory retention at all in Chrome Canary on Windows. How exactly are you...

I've been looking at this a lot this morning and I'm more convinced than ever it's just the browser holding onto those nodes, for reasons best known only to itself....

As I've demonstrated Phaser will correctly free all references to the resources on its end. Changing Scene won't alter this.

This needs boiling down into an example we can actually run I'm afraid. If it's as simple as a sprite + some text and a light, it should be easy...

Thanks for this. re: parameters for onStart, you would create a new typedef, like `SceneCreateCallback`, with whatever parameters it passes in there.