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FrameDelay = death to hittest?

Hi!
For hit-testing/drag&drop several objects, I have built a loop (input x/y --> hittest --> set output x/y as new input x/y). To manage the loop, I need a FrameDelay. But the dragging of the objects occurs to be laggy. The dragged object often is lost by the cursor.
After several tests it seems that the FrameDelay is responsible for this “lag” that causes the loss (for testing I put 5 FrameDelays in a row and it got worse).

So are there any alternatives to using FrameDelay when constructing a loop?