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This question was closed Apr 18, 2016 at 07:24 PM by Eugenius for the following reason:

I found out that I actually made a mistake when building the second build.

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Question by Eugenius · Apr 17, 2016 at 12:31 PM · androidfpsoptimizationframes per second

[Android] Debug vs Release build FPS

Hi everyone,

UPDATE: I checked once again and it seems that the low FPS is due to the Maximum Allowed Timestep. I have no problem with the lowering/increasing it but I'd like to know why does the timestep affect my sliders in-game although I'm using co-routines instead of Update/Fixed Update -- Example: a slider that should last 3 seconds to reach the end, feels like each second lasts 1.5 - 2 seconds instead.

My question is: Why does my debug android build have much better FPS than my release build?

Details:

  • Simple 2D, UI-only, incremental game

  • Multiple optimizations already performed (multithread rendering, pixel perfect canvas turned off, quality set to Fastest and textures set to half res, physics timestep modified and script optimizations as well)

  • Testing on Samsung Galaxy Camera (GC100)

  • Using this for the in-game FPS counter: http://wiki.unity3d.com/index.php?title=FramesPerSecond

  • Yesterday, I created a Debug build and checked on my device - the FPS was a rock-solid 50, with no spikes at all. After that I built the release version, without changing the project at all and uploaded it in the Google Play dev console.

  • Today I downloaded the app from the Play Store to "officially" test it and it only has 18-20 FPS max.

Any tips on why this could be happening would be greatly appreciated.

Thanks in advance!

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