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Question by suIly · Dec 23, 2019 at 03:00 PM · androidbuildlag

Android Build Lagging

I have a simple game with only 15 moving sprites. On my computer, the game runs at about 1500 FPS in the editor, but when I build the game to my android phone, the game stutters and lags so bad. What is happening?

I'm using the Lightweight Render Pipeline

Edit* I made a fps counter, and it turns out the app is locked at 30 fps. I tried using the Application.targetFrameRate and set it to 60, but the app is still 30 fps.

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avatar image suIly · Dec 23, 2019 at 03:25 PM 0
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I've tried changing the targetFrameRate, but nothing helps

avatar image Nokay · Aug 03, 2020 at 04:34 PM 0
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Did you find anything useful? I'm at the same spot as you right now. I combined meshes, batches (dynamic/static) never changed, disabled post-processing, created a blank scene and only added fps counter, nothing changed. It's still 30fps when I build an apk and test It on my phone

avatar image xxmariofer Nokay · Aug 04, 2020 at 08:49 AM 0
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connect the profiler to te android phone and see hats happening, if it says "waiting for present" check this two classes

https://docs.unity3d.com/ScriptReference/Application-targetFrameRate.html

https://docs.unity3d.com/ScriptReference/QualitySettings-vSyncCount.html

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