Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by fishZombie · Apr 27, 2014 at 11:40 AM · mobileperformanceperformance optimizationipadmobileoptimization

Mobile Games, what is too heavy?

Is there a list somewhere of what is too heavy for mobile Games? I understand high-res geometry can bog down even an X-Box, but what is about the standard? Like.... 1 character at 900 poly, or 10 characters at 12,000, or does it matter if they have animation? Like... If I have 100 zombies at 1000 poly, and all have a walk cycle, or all just float around, does it make a big difference? If I have 20 animation states for a character or just 2, is there a noticeable difference? I worked in GameSalad, and if the brain of an enemy was more then just a few lines of code, there would a huge drop in performance, does Unity have the same issues in Mobile apps? I'm hoping for a general Idea, and some examples of what is good for keeping an app running cleanly. something other then "The more stuff you put in, the slower." If you are using the same model (a light pole or fence-post) over an over, that does not move, is that an issue? I'm guessing it make's it faster to load, but slower render. Some help? Some guidance?

-FZ

Comment
Add comment · Show 2
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image meat5000 ♦ · Apr 27, 2014 at 11:55 AM 0
Share

https://docs.unity3d.com/Documentation/$$anonymous$$anual/iphone-PracticalGuide.html

avatar image l3fty · Apr 27, 2014 at 03:47 PM 0
Share

I've found one of the largest performance hits on mobile/low end platforms to be colliders. In one of my games I had a pool of projectiles for the enemies to use, and in order to preserve performance I had to make sure to disable the colliders when they were pooled, and re-enable them when fired.

Also using sphere/capsule/box colliders is cheaper than mesh colliders and can help considerably.

1 Reply

· Add your reply
  • Sort: 
avatar image
1

Answer by Kazhium · Apr 27, 2014 at 01:23 PM

https://docs.unity3d.com/Documentation/Manual/iphone-PracticalGuide.html

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image meat5000 ♦ · Apr 27, 2014 at 04:10 PM 0
Share

I already posted this two hours before...

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

24 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Collision causing performance to drop 0 Answers

This settings are good for performance?? (android game) 1 Answer

Vertices limit for iOS? 0 Answers

Is there any problem in using assets as prefabs instead of just gameobject? 0 Answers

Device.Present is killing my Android game!! 3 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges