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Question by velvetz7 · Aug 03, 2014 at 05:22 PM · performanceperformance optimization

What am I doing wrong? Mobile dev, low fps.

Hi,

I've been developing this game of mine for 6 months now, and I got to the point where I can't do anything but ask for help.

For some reason the fps drops drastically on mobile platforms.

Here are some informations: Draw calls: 40-70 (saved by batching: 40-80) Tris: 10-20k Used textures: 5 Animations: 28

No shadows Vertex lit materials, only single color objects. overall materials on screen at once: ~50 In the editor I get around 120 fps on a core i7 2.3ghz On andoid however this drops to 30 fps. I can't find a way to improve the performance anymore, I tried lowering the number of objects on screen. (this game is kind of like an endless runner, so the map is generated randomly - can't batch the lighting)

I have a big point light on the upper left corner which acts kind of like a sun. (I know, point lights are a bit expensive, but even when I use Directional light the fps doesn't increase)

Main thread: 8ms, Renderer: 0.8ms

Thank you for your answers.

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avatar image meat5000 ♦ · Aug 03, 2014 at 05:14 PM 0
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Getting NullRef exceptions?

avatar image velvetz7 · Aug 03, 2014 at 05:26 PM 0
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No, no errors at all.

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Answer by velvetz7 · Aug 04, 2014 at 03:00 PM

Looks like I found the point where it begins to lag. Do NOT use the GUI draw calls... at all... Even if I print out a SINGLE line the FPS drops by 20.

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avatar image meat5000 ♦ · Aug 04, 2014 at 03:01 PM 0
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Yep. Thats the fun of OnGUI

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Answer by robertbu · Aug 03, 2014 at 05:29 PM

There is a default limit of 30 fps on mobile devices. You can increase the limit by setting Application.targetFrameRate. VSync can also play a role on some platforms:

http://docs.unity3d.com/ScriptReference/Application-targetFrameRate.html

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avatar image velvetz7 · Aug 03, 2014 at 05:43 PM 0
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I did increase it to 60. VSync is on and has to be on on mobile platforms.

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