Making LavaBeats shader time relative to the STARTED lifecycle state - #434
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JuanSMartinez wants to merge 1 commit into
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Making LavaBeats shader time relative to the STARTED lifecycle state#434JuanSMartinez wants to merge 1 commit into
JuanSMartinez wants to merge 1 commit into
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This makes sure that the shader time is always relative to the lifecycle of the app, avoiding the storage of very large numbers over time as the device is left on for a long period of time. The latter makes the effect laggy and janky due to computations with large numbers
JuanSMartinez
requested review from
alabiaga,
ashnohe,
madebymozart and
yrezgui
as code owners
September 9, 2026 20:54
yrezgui
requested changes
Sep 10, 2026
| } else { | ||
| time = frameTime / 1000f - firstTime | ||
| LaunchedEffect(lifecycleOwner) { | ||
| lifecycleOwner.lifecycle.repeatOnLifecycle(Lifecycle.State.STARTED) { |
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Why not using RESUMED state instead?
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I tried this at first, but because RESUME occurs later, this resulted in a visible pause between the UI rendering and the animation actually starting. It is mostly a visual preference, as the most important part is to let the time reset once the user leaves the app. If RESUME gives us more performance benefits I could do that
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Making LavaBeats shader time relative to the STARTED lifecycle state
This makes sure that the runtime shader time is always relative to the lifecycle of the app, avoiding the storage of very large numbers over time as the device is left on for a long period of time. The latter makes the effect laggy and janky due to computations with large numbers