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Question by zinnfandel · Jul 09, 2012 at 07:52 PM · crashperformanceipadstats

What in my stats makes the game crash on web or iPad

Hello,

I am still learning the ropes on performance, and looking around, people mostly talk about Draw Calls, Tris and Verts. And FPS. alt text

Now none of these are too high here, and my game runs fine while in editor, ok on my desktop and somewhat slow on macbook. But crashes the browser and crashes on iPad. I had previous, lighter versions before which ran, but trying to learn how to minimize the load, I first need to understand where the blockage is. I've lowered drawcalls to 1/3 (They were 37).

Please, could anyone tip me? I've read this of course http://docs.unity3d.com/Documentation/Manual/RenderingStatistics.html

But it still doesn't explain what's "acceptable".

Thank you,

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Answer by whydoidoit · Jul 09, 2012 at 07:56 PM

It's not your drawcalls I would suggest perhaps it is the size of your textures. You should check the console on Xcode to see what error messages you are getting when it crashes on the iPad. I happily run iPhone games with 40+ draw calls while testing things out.

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avatar image zinnfandel · Jul 09, 2012 at 09:52 PM 0
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I have a bunch of 2048x2048, using 2d Toolkit atlases. Which stat shows you this please?

avatar image whydoidoit · Jul 09, 2012 at 11:06 PM 1
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It should be in memory usage - but you will also find that if they are set to be writable then it will have an extra memory buffer.

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