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Android Build Lagging
I have a simple game with only 15 moving sprites. On my computer, the game runs at about 1500 FPS in the editor, but when I build the game to my android phone, the game stutters and lags so bad. What is happening?
I'm using the Lightweight Render Pipeline
Edit* I made a fps counter, and it turns out the app is locked at 30 fps. I tried using the Application.targetFrameRate and set it to 60, but the app is still 30 fps.
Did you find anything useful? I'm at the same spot as you right now. I combined meshes, batches (dynamic/static) never changed, disabled post-processing, created a blank scene and only added fps counter, nothing changed. It's still 30fps when I build an apk and test It on my phone
connect the profiler to te android phone and see hats happening, if it says "waiting for present" check this two classes
https://docs.unity3d.com/ScriptReference/Application-targetFrameRate.html
https://docs.unity3d.com/ScriptReference/QualitySettings-vSyncCount.html
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