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  1. Hi dev friends, I'm making a game using a custom tool to import animation from Toonboom into PIXI.js. The animation files generate are HUGE json files (sometimes around 7mb) per animated puppet I create. I'm using the PIXI default json loader to load this files though I'm having a lot of problems with memory performance. After a little investigation, I think my main problem now is some sort of XmlHttpRequest cache that is taking up all my memory and it's not being collected by the GC. Is there a way to bypass xhr cache? Or maybe the problem is somewhere else?
  2. I ended up finding that every ticker in PIXI has a "FPS" read-only property that was what I was looking for.
  3. Is there a simple way to show fps in PIXI.js?
  4. Found out what the problem was about the indexing, seems like the exported atlas I was using was published in the Phaser format instead of the Pixi one. I knew that actually, but I wrongly assumed they would be the same since Phaser uses Pixi. Are there any guidelines for writing custom loaders? Anywhere I can read about?
  5. I'm trying to load an atlas created with TexturePacker using: PIXI.loader .add("game", "assets/sprites/game.json") .add("ui", "assets/sprites/ui.json") .on("progress", loadProgress) .load(setup); But for some reason pixi seems to be indexing the loaded assets by incremental numeric id instead of using the labels contained in the respective json files. Because of this I'm getting index collision when loading more than one atlas. Anyone know why? Another question, how hard it is to write a custom loader. I'm trying to import animations from ToonBoom which uses a specific xml format. I want to load it automatically as with the TexturePacker atlas.