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Our game is working very slowly on Ipad
Hello, when we have a scene with around 100 animatic 3D objects around 600 tri for each the scene stats are like this: Draw calls=100 Tris= 40k VRam usage= 5-13 MB With the stats like these, the game works too slowly on Ipad1. Do any of you have an opinion why my game works so slowly that is no playable at all? Thanks in advance...
Answer by save · Apr 09, 2012 at 11:51 AM
You have to cache all components before you address them.
private var myRigidbody : Rigidbody;
function Start () {
myRigidbody = rigidbody;
}
Also make sure that you disable objects and demanding components off-screen. Reuse things over and over and never instantiate or find anything during run-time. Instantiating should happen in the very beginning of the level. You also have to garbage collect often.
Answer by Dee Va · Apr 07, 2012 at 01:19 PM
iOS has low fillrate. If your particles cover a rather large portion of the screen with multiple layers, it will kill iOS performance even with the simplest shader. Baking your particle effects into a series of textures off-line. Then, at run-time, you can use 1-2 particles to display them via animated textures.
Thanks for your answer but there aren't any particles in scene. Do you have another idea?
Answer by dgoemans · Apr 09, 2012 at 12:09 PM
In addition to what the others have said, GUI calls are pretty slow in Unity. If you're using OnGUI, make sure all non button calls are run only if
Event.current.type == EventType.Repaint
This makes a surprisingly large difference. If you have Unity Pro, i can strongly recommend using the Profiler in the Window menu. If not, sign up for a 30 day trial just to profile your game. It's well worth it!
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