Unity 5.3 is Slower on WebGL and iPad
Hi, I have just updated to Unity 5.3 and everything runs significantly slower on moderate to lower end devices and on WebGL. I used to get 60 FPS on WebGL. Without changing a single line of code I now get 40 FPS. Almost the same thing is happening on iPad3 where I get around 10 FPS less than before. Again, no code has been changed.
What can be the reason behind it and how can I fix it?
i'm having the same problem. the profiler shows that EventSystem.Update() take up an additional 5ms on each frame, which did not happen with Unity 5.2.3. tested on iPad 3.
Having the same problem with WebGL. Updated to 5.3, nothing changed in code and I have significant FPS drops
Just figured out why my webgl is slow on Unity 5.3. In 5.3 the change log says that they have fixed "Application.targetFrameRate", it's more like they have broke it. If I use Application.targetFrameRate = 60 my game gets 50 FPS or lower. If I use Application.targetFrameRate = 30, it gets 20 FPS. On 5.2 Application.targetFrameRate did not work at all. So no matter what value I gave, I always got 60 FPS.
If I don't use Application.targetFrameRate on Unity 5.3, I still get 60 FPS. So thats what I am going to do now.
Cheers.
Answer by BonyYousuf · Dec 09, 2015 at 03:51 PM
I did try to profile it, but I am not sure I understand where the difference is. And I can't really send the whole project to test for unity, the game is in it's final stage and it is also quite big. I think I will just go back to Unity 5.2 for now. Later when 5.3.1 version comes out. I will give this another shot.
Thanks
Answer by Schubkraft · Dec 09, 2015 at 08:45 AM
1) Profile your game and see where it spends all the time now. 2) Submit a bug report with a repo project attached.
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