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Mobile Performance
I know there are a lot of posts about improving performance, but none of them seem to be helping my situation, so I thought I would ask using my information.
I am using 4.1.1 on a Mac. I am trying to use the Animated Zombie Pack from the asset store in a mobile game.
On an iPod Touch that isn't too old I only get about 15 FPS. So I started reading through all the different things to do to optimize.
I started by changing the shader from diffuse to the mobile diffuse.
I resized all of the textures from 1024x1024 to 512x512.
I reduced the number of textures down to where there were only 3 models with 1 texture each.
I limited the number of models to just 10.
I tried each one at a time and tested and at best the FPS only got better by about 1 FPS.
When I use the profiler (I have Pro) all of the time is spent in the Mesh.DrawVBO. The call count is also way up around 15-20.
Can anyone think of why this might be and what I can do about it?
I forgot to mention that on my Samsung Galaxy Note II it runs great
What does "iPod Touch that isn't too old" actually mean, precisely?
The 4th gen has the graphics chip from the 3rd gen, but 4X as many pixels (assu$$anonymous$$g you're using the native resolution).
So should we not be supporting those gen devices for our 3D Unity games you think?
Answer by Omir · Mar 23, 2013 at 06:17 AM
Draw calls are directly depend to CPU power ... so Draw calls aren't the matter , Use pro-filer to determine the problem , you have got pro , and check if some useless component is added to gameobject like animator when its not required for GO or any mesh and also make sure you arent using Onfunction update much times ... they can cause lag too