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Question by nikrath · Jul 17, 2017 at 11:49 AM · androidfpsmobileoptimization

Gravely need some optimization tips

alt textI am making a game with a city of around hundred buildings.

  1. Majority of the buildings are there as it is

  2. Others are enabled/disabled at runtime.

  3. All buildings have been marked static

When I started out, I had a camera view distance of 100 and maybe 10 buildings. I was getting smooth FPS on mobile. Now, I added around 50 buildings, still fine. But I went up to a 100 buildings, and I faced a major drop in FPS. I don't understand how this happens, because I have occlusion culling going on, and the view distance is still the same. So effectively I am rendering only 10 buildings at runtime, but still a huge drop in FPS from before. P.S. I even made the camera top down, so I had now only 2-3 buildings in scene, plus only 30 batches. But still no change. Any help is appreciated.

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avatar image Cherno · Jul 17, 2017 at 12:00 PM 0
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Try combining the meshes of several buildings to decrease the amount of GameObjects.

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Answer by nikrath · Jul 18, 2017 at 09:13 PM

Ok I solved the issue, which was basically a NullReferenceError being produced by a script every frame. The editor handles those issues fine enough, but it was really slowing down the mobile.

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Answer by LocalNoob · Jul 17, 2017 at 12:04 PM

Check out the profiler(But I am sure you already did), also try turning off vsync, it is somewhere in project settings, it drops fps significantly.

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avatar image nikrath · Jul 17, 2017 at 12:17 PM 0
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Yup Vsync is turned off. Still low FPS.

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Answer by Cornelis-de-Jager · Jul 17, 2017 at 12:40 PM

Hi nikrath,

Unity has a wonderful page for exactly this! I didn't know this until now. Hope this helps other people as well:

https://docs.unity3d.com/Manual/OptimizingGraphicsPerformance.html

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