Android internal profiler CPU or GPU bound
Hi guys, help me please to solve a problems with optimization. Sorry in advance for my bad english. A 2D game played in spurts on devices, has millisecond freezes. I decided to detect this cpu or gpu bound. I run internal profiler and adb logcat two time, first time I put all sprites into atlases(with SpritePacker): and the second time not put any sprites to atlases: You can see the result at images. Help me to understand what's the problem, are there CPU or GPU bound, are the problem in the code or in draw calls ? I think I don't have problem with GPU and draw calls because "cpu-ogles-drv>", "gpu>", "cpu-present>" is 0.0ms and draw calls count is non-critical, but at the sametime why "cpu-player>" and "frametime>" is so bad if in "managed-scripts>" update functions takes only 2-3 ms, so it is strange that CPU take much time. Maybe I'm really in something wrong, what does it mean, tell me please what you think about it...