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Mystery performance loss on ios
I swear my app was running at 60fps. I made a few shader tweaks, undid those changes... them BAMB! slows to a crawl.
I look at the internal profiler numbers... and from what I understand, it should go at 60fps. No time lost in scripts or physics, the usual culprits.
iPhone Unity internal profiler stats:
cpu-player> min: 18.4 max: 26.5 avg: 21.0
cpu-ogles-drv> min: 0.5 max: 1.6 avg: 0.7
cpu-waits-gpu> min: 0.2 max: 0.5 avg: 0.3
msaa-resolve> min: 0.0 max: 0.0 avg: 0.0
cpu-present> min: 0.3 max: 2.4 avg: 0.6
frametime> min: 22.2 max: 30.6 avg: 24.3
draw-call #> min: 7 max: 7 avg: 7 | batched: 69
tris #> min: 1216 max: 1216 avg: 1216 | batched: 2014
verts #> min: 1704 max: 1704 avg: 1704 | batched: 1356
player-detail> physx: 0.2 animation: 0.0 culling 0.0 skinning: 0.1 batching: 0.3 render: 3.0 fixed-update-count: 1 .. 2
mono-scripts> update: 0.3 fixedUpdate: 0.0 coroutines: 0.0
mono-memory> used heap: 720896 allocated heap: 860160 max number of collections: 0 collection total duration: 0.0
The inteteresting thing is that his happened to me once before. I had simplified the scene down to a bare minium, trying to see what was causing it to go slow, and I was down to a simple cube and it was still slow. The only way I had managed to bring it back up was to start a new scene from scratch.
Can anyone provide a hint to where I should look at next?
Thanks!
Answer by ncoder · Sep 22, 2011 at 03:45 AM
I'm going to answer my own question.
Further testing does confirm that this is a unity bug (or an xcode bug, who knows)
Instead of doing an incremental export (whatever happens when you chose "build and run" without modifiying the settings), if you pick a different location for the project and create a new xcode project during the export, this problem goes away.
Answer by ncoder · Sep 22, 2011 at 03:45 AM
I'm going to answer my own question, for the benefit of others.
Further testing does confirm that this is a unity bug (or an xcode bug, who knows)
Instead of doing an incremental export (whatever happens when you chose "build and run" without modifiying the settings), if you pick a different location for the project and create a new xcode project during the export, this problem goes away.
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