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 /
This question was closed Feb 06, 2013 at 06:03 PM by Fattie for the following reason:

Problem is not reproducible or outdated

avatar image
0
Question by TdoubleG58 · Feb 04, 2013 at 11:36 PM · texturemobileperfomance

Perfomance for Mobile

Hi folks,

you know what settings I have to make to get the best perfomance for Mobile? My currently settings are lagging on my Galaxy S2

I switch the Shader to "Mobile/Diffiuse". Is there another point, that is important?

Greetings

Comment
Add comment
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

1 Reply

  • Sort: 
avatar image
0

Answer by Kirlim · Feb 05, 2013 at 12:50 AM

As GPU on mobile devices are weaker, its highly suggested that you use the simplest shaders available that results in good or acceptable quality. There are lots of possible causes for lag - from scripts to rendering, but the ones I did cross most often in practical life:

  • Diffuse shaders can be changed to unlit shaders if you are not using lights. Also, each object lit by a light will require an extra draw call to be rendered.

  • Textures sizes have a really big impact on performance. I think that is because mobile devices gpus lack dedicated memory (I am not sure). However, making your textures as small as you can (in sizes of potencies of two) may speed up rendering. Try playing with the mipmap settings, too.

  • Reducing draw calls often improves performance. Only once I had slower execution time be reducing draw calls. There are many techniques to reduce draw calls to be listed here.

  • This one is on cpu side. Moving Game Objects with a static collider attached, and no kinematic rigid body attached on same object. Figured out that the overhead can be a killer.

  • Garbage Collector.

There are more techniques than I can list here. Examples:

  • http://docs.unity3d.com/Documentation/Manual/MobileOptimisation.html

  • http://sicklebrick.com/?p=411

  • http://docs.unity3d.com/Documentation/ScriptReference/StaticBatchingUtility.html

Happy optimizing =D. Also, if you're able to, always profile before optimizing. If you're not, try to determine bottlenecks by testing. Programmers have horrible intuition on what and where are the bottlenecks.

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 TdoubleG58 · Feb 06, 2013 at 06:03 PM 0
Share

Hi $$anonymous$$irlim,

thank your for your answer :).

But I found the fault. It is two Playerprefs, wich is called when a trigger is hit. And this cause the lag. I catch it in the Profile in Unity.

Thanks again =)

Follow this Question

Answers Answers and Comments

10 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

Related Questions

One atlas per scene or one (larger) atlas across multiple scenes? 0 Answers

Material texture artefact on mobile platforms 1 Answer

Perfomance with a helicopter rotor 2 Answers

[SOLVED] TrueColor: Performance loss, bigger file size or both? 1 Answer

Camera flickers near terrain grass/detail on Mobile 0 Answers


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