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 JMAA · Oct 09, 2012 at 11:09 AM · androidoptimizationheavy

Heavy Unity scene on Android (Samsung Galaxy)

Hi, I was working on a work simulator on Unity 3d, in which one of the tasks to do is to put books in a library in place, with all the book data like the type (narrative, poetry and theatre), author and title (from A to Z).

This takes in mind this task concretely needs 12 books for each shelf, 2 shelves each letter of the alphabet, 13 letters each category and 3 categories in the library. This means around 1800 books in place, and you have to put in place 5 books by hand.

Now the issue here is when I try to do this on an Android device, a Samsung Galaxy device. The problem is that even with all the optimizations I already did, the scene goes on low FPS. I removed additional geometries that took most of the framerate and optimized most of the framerate-consuming scripts, but still nothing.

All I can tell is that on scripts I am trying to use GameObject.Find() calls outside Update() and the sort, and if not, at least I put on it a once-only condition so it doesn’t overload anything. This in all the scripts used. All books use the same script related to the book data and behaviour.

And the books are already at minimal polycounts: they’re just textured 6-faced cubes (12 tris each book).

And I’m using mostly mobile shaders.

So, all I want to ask is, is there a better way to run this smooth on Android?

TL;DR, but it's pretty urgent.

Comment
Add comment
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

2 Replies

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by Itinerant · Oct 09, 2012 at 05:32 PM

Here's a thought: You say you only need 5 books to actually move, right? Turn the rest of the books that are beside each other into a single object, then retexture them to look 'normal.' You can fake having 1800 books while only using a half dozen or so gameobjects, each with a dozen or so tris.

Comment
Add comment · Show 4 · 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 JMAA · Oct 10, 2012 at 11:02 AM 0
Share

Well, there's a small issue though: we need to see the category, author and title data of each book when we hover the finger over it. What if it's like this? Can I just fake that too somehow?

avatar image Itinerant · Oct 10, 2012 at 12:53 PM 0
Share

$$anonymous$$y first thought would be to replace each book with a plane collider. $$anonymous$$aybe go into your 3d and $$anonymous$$r off the back end of each book, so only the front is there. Then bring it into Unity and remove/turn off the mesh render element, so only the colliders are left. Or make all new plane colliders. Use those to get your mouseover/raycast data. I'm not sure how much those colliders will cost your performance, but it should still be better than having rendered faces.

avatar image JMAA · Oct 10, 2012 at 12:55 PM 0
Share

Sounds cool, thanks.

avatar image Itinerant · Oct 10, 2012 at 03:42 PM 0
Share

No problem. Post back if it ends up working for you, I'm interested in what your solution will end up being, as I'll be working on a library soon :)

avatar image
0

Answer by hvilela · Oct 09, 2012 at 01:33 PM

With no access to the project is kind of impossible to identify the problem. I can only recommend you to use Unity Profiler to see where is your bottleneck.

Comment
Add comment · 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

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

11 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

Related Questions

Why does my game require so much rendering power? 1 Answer

Question about 'performance' between iPhone4 and (4s & ipad3) 2 Answers

A node in a childnode? 1 Answer

Bad fps on blank project android,Very bad fps on completely blank project (mobile) 0 Answers

Blackberry unity game not loading up 1 Answer


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