I am working on a project that uses exactly 1 group, couple of containers (around 30) containing a picture from a tiny texture and a text, and 2 graphics object.
When I select Phaser.WEBGL (Phaser.AUTO also selects WebGL), the game slows down after one minute or something. The game frame rate drop to almost 5 fps. I though there is something wrong with my code at the beginning and tried to optimize calling functions and other parts but with no affect on the final result. When I changed to P
@Ahmed Khalifa Unfortunatelly, I also needed tint for BitmapText. Not beacuse I like it, but because sponsors still want to support old devices and for some of them, running in canvas is only solution. Finally, I wrote article on how to add this functionality to Phaser 3: http://sbcgames.io/phaser-3-adjust-bitmaptext-to-support-tint-in-canvas-rendering-mode/ It works for static BitmapText, but will not for DynamicBitmapText. Whole magic behind tint in Phaser 2 / PIXI is, that it creates small ca