Fixed Bugs
🛠️ Dev Update – Bug Fixes & Lessons Learned
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.
🔧 Bug #1 – Weird lag/stutter in random places
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.
🔧 Bug #2 – Couldn’t start from selected phase (cluster)
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
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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.
Files
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Ocean Explorer
Warning!! Only players brave enough to face the deep
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