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I'm currently using Falcao's Interactive System Lite v2:

https://falcaorgss.wordpress.com/2012/11/22/falcao-interactive-system-lite/

And I've noticed that placing pushable events on larger maps cause significant lag. By commenting out lines 695 to 726, I removed the ability to let events fall, and this significantly reduced the lag. However, pushable events still cause noticable lag. This is more noticable the more events there are. To test this out, I scattered 20 pushable boulders in my 100 by 100 city. The choppiness was unacceptable and if I can't get away with it here, there's no way I could scatter these types of events in the overworld.

I'm willing to give up some features if necessary, but I do want to at least maintain the ability for the player to fall and for switches to be activated by pushable events.

Also, this is somewhat unrelated, but to avoid spamming topics, does anyone know a good way to create invisible walls?

https://i.imgur.com/fa0yy7p.png

The beach is meant to be a lower area than the stone wall, and I don't want the player to simply be able to "walk down to it", so I have a bunch of events lined up as an invisible barrier. Right now it's not causing issues, but it doesn't seem like a good habit to get into in the long run. Is there a better way to handle it?

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