Best way to optimization for my game ? (4 device Profiler)
i am developing my new 3d game. My game is infinite racing. i am instantiating objects. Models are low poly but it is lagging (ipad3,Asus tablet,htc one m9) . working good some devices (general mobile discovery 2,iPhone 6,samsung s6)
What is my problem ? What can i do for optimizing?
my device profilers (ipad3,Asus tablet,htc one m9,iPhone 6)
http://s31.postimg.org/spvzkggsb/asus_Tablet_game_Scene.png
http://s31.postimg.org/6e7dijwfv/asus_Tablet_menu_Scene.png
http://s31.postimg.org/8q1lax4vv/htc_M9_game_Scene.png
http://s31.postimg.org/rfy65en0b/htc_M9_menu_Scene.png
http://s31.postimg.org/vj2z9pla3/ipad3_game_Scene.png
http://s31.postimg.org/864xr756j/ipad3_menu_Scene.png
http://s31.postimg.org/bocc9ugor/iphone6_game_Scene.png
http://s31.postimg.org/qvsbu78jf/iphone6_menu_Scene.png
Answer by Graphics_Dev · Apr 22, 2016 at 07:47 PM
Take a look at my quick performance tips here:
Also see these great profiling tips:
http://answers.unity3d.com/questions/482381/what-are-causes-of-overhead-in-profiler.html
Also, a little more specific help for your game:
Don't just instantiate/destroy objects for performance reasons. It is a much better to create an object pooling system that instantiates objects at the start of the game and reuses the same few objects.
Let me know if this helps 8-)
but all instantiate objects have lots of character and their animations.is it problem for? object pooling
Have you tried basic rendering performance optimizations? Those will be $$anonymous$$UCH easier to implement than a new system for spawning objects in your game. $$anonymous$$ost of them are merely picking the right item in a drop-down list. If you post a screenshot (by clicking the "image" button) of your quality settings (Edit > Project Settings > Quality), I can give you guidance on what settings you should change. =)
this is my quality settings
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