Posted August 06, 2025 by Aggron282
Hey folks, just wanted to share a quick update on some recent bugs I finally squashed in Ocean Explorer—in case it helps any other devs running into similar stuff.
I was getting these frame hitches that weren’t tied to any specific objects or actions. After a bunch of testing, I realized some of my pooled objects were still doing expensive things on activation—mainly animations and particles triggering all at once.
Fix:
I added a small randomized delay for certain effects to stagger them
Cleaned up unused scripts/components in pooled prefabs
Double-checked my Update() loops and moved what I could to FixedUpdate()
or events
Now it’s running noticeably smoother—even on WebGL.
Players trying to test or resume from a later phase would hit a blank screen or broken enemy spawn. Turns out my system was relying on runtime scene logic that only initialized correctly from the beginning.
Fix:
I refactored the wave/cluster init logic to check for active phase config on scene load
Added null checks and fallback music/enemy pools if the start wasn’t from zero
Manually exposed a few debug options to reset progress or jump to a wave cleanly
It was a bit messy to untangle, but now the phase select actually works—and helps a ton with testing too.