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What in my stats makes the game crash on web or iPad
Hello,
I am still learning the ropes on performance, and looking around, people mostly talk about Draw Calls, Tris and Verts. And FPS.
Now none of these are too high here, and my game runs fine while in editor, ok on my desktop and somewhat slow on macbook. But crashes the browser and crashes on iPad. I had previous, lighter versions before which ran, but trying to learn how to minimize the load, I first need to understand where the blockage is. I've lowered drawcalls to 1/3 (They were 37).
Please, could anyone tip me? I've read this of course http://docs.unity3d.com/Documentation/Manual/RenderingStatistics.html
But it still doesn't explain what's "acceptable".
Thank you,
Answer by whydoidoit · Jul 09, 2012 at 07:56 PM
It's not your drawcalls I would suggest perhaps it is the size of your textures. You should check the console on Xcode to see what error messages you are getting when it crashes on the iPad. I happily run iPhone games with 40+ draw calls while testing things out.
I have a bunch of 2048x2048, using 2d Toolkit atlases. Which stat shows you this please?
It should be in memory usage - but you will also find that if they are set to be writable then it will have an extra memory buffer.
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