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Question by Jason-H · Apr 06, 2011 at 12:29 AM · animationperformanceoptimizationoptimisation

Simple Animation showing as ~6.3 in Xcode console profiler

Hi, I've got a simple animated spring jump that is also a rigid body. When a user lands on it (collides with the top) it animates so as to flick the character (also a rigid body) high up in the air.

It's showing as 6.3 in the Xcode console profiler when activated and I was wondering if this is an expected length of time to be spending on this animation? It's only a simple rotation of a rigidbody (124 tris, 172 verts) - should it really be take this long? It noticeably slows on anything earlier than an iPhone 4.

Is it possible to improve this somehow? And is it normal to take this long? Thanks.


iPhone Unity internal profiler stats: cpu-player> min: 7.9 max: 29.5 avg: 16.8 cpu-ogles-drv> min: 2.1 max: 4.9 avg: 2.7 cpu-waits-gpu> min: 0.2 max: 0.6 avg: 0.2 msaa-resolve> min: 0.0 max: 0.0 avg: 0.0 cpu-present> min: 0.6 max: 3.0 avg: 1.0 frametime> min: 28.6 max: 38.8 avg: 33.9 draw-call #> min: 15 max: 18 avg: 16 | batched: 13 tris #> min: 9242 max: 10491 avg: 10190 | batched: 1692 verts #> min: 16864 max: 17670 avg: 17481 | batched: 909 player-detail> physx: 1.5 animation: 6.3 culling 0.0 skinning: 3.1 batching: 0.2 render: 3.3 fixed-update-count: 1 .. 2 mono-scripts> update: 0.8 fixedUpdate: 1.1 coroutines: 0.0 mono-memory> used heap: 589824 allocated heap: 2576384 max number of collections: 0 collection total duration: 0.0

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