Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by jan09 · Jan 01, 2015 at 02:11 PM · androidperformance

How to increase Android Performance?

I have up to 60 draw calls and about 10k vertices. I have optimized my meshes so far. Batching is no solution for me because each object uses a different material (same shader and different texture). I don't use getComponent and Find in my updates.

Anyone who knows another way?? Thanks in advance!

Comment
Add comment · Show 5
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image AlucardJay · Jan 01, 2015 at 02:22 PM 0
Share

Is the performance reduced because of the render pipeline? Batching with smaller meshes (with max 900 vertex attributes) would help. Transparency is also a big performance killer.

http://docs.unity3d.com/$$anonymous$$anual/OptimizingGraphicsPerformance.html

avatar image jan09 · Jan 01, 2015 at 02:39 PM 0
Share

But how can i batch objects with different textures on its materials? (I don't have the pro version --> no static batching)...

avatar image TheAlmightyPixel · Jan 01, 2015 at 02:43 PM 2
Share

A few ways to optimize your graphics would be:

-Try creating texture atlases for your objects, so that they would share the same material, allowing batching.

  • Using projectors ins$$anonymous$$d of shadows, or decreasing shadow quality.

  • Use smaller textures, if possible

  • Use the $$anonymous$$obile-oriented shaders for materials

  • Use lightmapping. (If you use a regular light, the vertices being lit will be rendered twice, thus affecting performance)

  • Decrease the amount of vertices on your objects.

  • Avoid transparent shaders.

  • Delete vertices you don't need and optimize your meshes where you can (Basically remove/reduce vertices from areas that are either not seen or are seen from a distance)

There are more ways to optimize your project's graphics, but I think these are some of the most common ones.

avatar image jan09 · Jan 01, 2015 at 02:49 PM 0
Share

Thank you! I will try to make a texture atlase:) but the other things i did already!

avatar image jan09 · Jan 01, 2015 at 04:01 PM 0
Share

Why is the standard sphere isn't batched...too many verts?

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by tanoshimi · Jan 01, 2015 at 03:06 PM

Increasing performance is all about eliminating bottlenecks. You can optimise your drawcalls, meshes, and textures all you want - if your bottleneck is caused by Physics calculations, it won't have any effect whatsoever. So you really need to begin by profiling your code- otherwise you'll just be guessing.

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image jan09 · Jan 01, 2015 at 03:49 PM 0
Share

Thank you, too. But i don't use physics besides raycast!

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

27 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Best way to do touch in with Unity2D? 0 Answers

How do you scale back GPU load on Android? 1 Answer

Is there a more efficient way to write a "Find" script? 2 Answers

Profiling PostLateUpdate.FinishFrameRendering Causes Major Spikes in Performance for Android Game 0 Answers

Switching back to app on Android gives black screen for 20s 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges