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Why GameObjects dont have add child functionality?


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On 1/12/2020 at 6:23 PM, rich said:

It’s more overhead for every single Game Object to be a container. How many buttons does a typical game contain vs. things like bullets, platforms, particles, baddies, power-ups, etc etc.

It sounds like it would be bad practice to use containers in Phaser 3, is that the case? Say I don't nest them at all, just use them to define more complex Game Objects that require layered sprites. So an example would be to have 10 moving sprites, compared to 10 moving containers (with 1 sprite child) (without physics).

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