,DoRenderLoop_Internal() - How would you optimize this for Android and Iphone?
Hi all,
I am working on my first project, and I am trying to look everywhere before I ask, but now I have to. I am creating a Block Breaker game, and I am pretty far, but now I would like to optimize a bit. I watched countless tutorials on how to do it, but I still have poor performance on Samsung J6+. The game is running pretty good on flagships but I wanted to target wider audience.
This is the testing scene:
For the test purposes I turned off the Global Volume with bloom, Background with shader and also the shader on the bircks. These components were causing huge lag. All the bricks come from one prefab that is set to static.
This is the profiler:
Any ideas why is this scene dropping below 30 FPS? Few notes: I am manually setting fps to 60: Application.targetFrameRate = 120;
, I am using URP Asset with Renderer 2D Data to render, I am using Statis and Dynamic Batching - I have 9 Draw calls and under Dynamic Bathing there are 66 Batched Draw calls(Which is odd to me as I have almost 3 times more blocks). Lights are all turned Off and I am using unlit materials.
I rly dont know how to proceed...