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What's wrong? Heavy game for Mobile ?
I try the game on my phone I think is quite light, but apparently I do not do something well. I have followed some guidelines unity but it did not do anything, what should I improve?
The Game Stats when play :
FPS : 390/420 (2,5ms)
Draw Calls: 450/500
Saved By Batching : 20 / 30
Tris : 210k
Verts : 115/123k
Used Textures 23 - 0,7 MB
Render Textures: 2 - 2,5MB switches : 0
VRamUsage : 5,5 MB to 9,3 MB (of 0,99 GB)
VBO Total 310/330 - 3,8 MB
Shadow Casters : 0
Visible Skinned Meshes : 1
Animations : 1
Help Me Plz
Answer by tanoshimi · Sep 27, 2013 at 07:51 AM
I suggest you read:
http://docs.unity3d.com/Documentation/Manual/OptimizingGraphicsPerformance.html
http://docs.unity3d.com/Documentation/Manual/iphone-PracticalGuide.html
which explains possible bottlenecks and solutions.
You may think your game is quite "light", but it exceeds several of the recommended mobile guidelines, e.g.: "not more than several hundred draw calls", "not more than 100 thousand vertices". Also consider non-graphics aspects - are you making use of lots of physics, for example?
Also consider non-graphics aspects - are you making use of lots of physics, for example?
how can i ?
Lots of rigidbodies, collision-tests, forces etc. requires more calculations, so more taxing on a mobile processor.
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