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I found out that I actually made a mistake when building the second build.
[Android] Debug vs Release build FPS
Hi everyone,
UPDATE: I checked once again and it seems that the low FPS is due to the Maximum Allowed Timestep. I have no problem with the lowering/increasing it but I'd like to know why does the timestep affect my sliders in-game although I'm using co-routines instead of Update/Fixed Update -- Example: a slider that should last 3 seconds to reach the end, feels like each second lasts 1.5 - 2 seconds instead.
My question is: Why does my debug android build have much better FPS than my release build?
Details:
Simple 2D, UI-only, incremental game
Multiple optimizations already performed (multithread rendering, pixel perfect canvas turned off, quality set to Fastest and textures set to half res, physics timestep modified and script optimizations as well)
Testing on Samsung Galaxy Camera (GC100)
Using this for the in-game FPS counter: http://wiki.unity3d.com/index.php?title=FramesPerSecond
Yesterday, I created a Debug build and checked on my device - the FPS was a rock-solid 50, with no spikes at all. After that I built the release version, without changing the project at all and uploaded it in the Google Play dev console.
Today I downloaded the app from the Play Store to "officially" test it and it only has 18-20 FPS max.
Any tips on why this could be happening would be greatly appreciated.
Thanks in advance!