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Question by Javyer · Dec 31, 2015 at 03:09 PM · uiiosperformancespikes

UI shows performance drop on iOS but not on Android

I'm using a pretty complex UI for my game. It has a start game ui that disable itself when the game starts and enable another ui that has lots of sub item(for a lost screen ui) disabled. During gameplay, most of the UI elements are disabled, but the game shows huge lags during gameplay that freeze the game for up to 1 second. All of this ocurres on iOS products(iPads and iPhones) but if I build for android the game works marvelous, without any spike and a very good performance.

Is there something with the UI that could generate problems in iOS but not Android?

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avatar image Javyer · Dec 31, 2015 at 03:24 PM 0
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I'm using Unity 5.2.3f1 personal edition.

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Answer by Socapex · Dec 31, 2015 at 07:01 PM

What compression settings are you using for the assets? Are they POT (power of two)? iOS only supports PVRTC compression, so your UI may be displaying truecolor assets instead of compressed ones (that is the fallback if your texture isn't POT).

Try using sprite packing. Also use the framedebugger to find out what is actually being drawn. Hook up the profiler on a build running on iOS, compare that to a build on android. Also this script with frame debugger is great to debug that sort of thing: https://github.com/handcircus/Unity-Resource-Checker

Keep us posted on your findings :)

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avatar image Javyer · Jan 04, 2016 at 04:57 PM 0
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They are POT, and we are using PVRTC compression. The sprites are also packed. Changing the fonts from dynamic to Unicode helped in the performance(but we lost quality with big words).

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