Often the cause of slow responses / scaling issues in Cloud Code Modules is due to inlining of overly large Cloud Code Modules.


When architecting cloud code and adding it to logevents, the scope for which they are adding cloud code should be considered. There is an overhead attached to each "require" because the code which you are referencing must be parsed and injected into the current scope. Therefore, reducing the number of requires, as well as the breadth of code, within the context of those modules will contribute greatly to the optimal performance of your game.


Please see our GameSparks Tutorials for other Cloud Code Best Practices