Full notes
Full Geometry Arena 2 update
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What changed
- Performance
Intro
A new round of performance optimization with significant results. Due to the significant changes, there may be some oversights. If you encounter any suspected bugs, please report them to me.
Update Notes
Bullet Optimization
Benefiting from long-term experience patching up the project's performance, found a new optimization approach. Completely rewrote the underlying bullet collision logic:
Abandoned the Unity engine's traditional collider detection, using a new detection method instead.
This will significantly reduce the performance cost of bullets, improving late-game performance issues at the source.
Additionally, changed collision detection frequency from fixed physics frames (0.02s) to synchronize with render frames. Therefore, at high frame rates, bullet collision precision will significantly improve, ensuring bullets never again pass through targets or fail to register hits.
However, the new logic has a "new feature" — when certain bullets or enemies become too large in the late game, causing prolonged overlap between the bullet and the enemy, it will trigger a repeated collision every 0.3 seconds (though this might be a beneficial feature).
Other Optimizations
Optimized the performance of Barrier collision calculations.
Added power-up generation to the object pool, significantly optimizing the performance of power-up generation.
Adjusted the generation logic of particle effects, significantly optimizing their performance.
Community
Your suggestions and feedback are quite valuable to me. Please feel free to share them via Steam or Discord. I'd love to hear from you! Geometry Arena 2 Discord
Source
Changelog.gg summarizes and formats this update. How we read updates.
