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Unity -- iOs FPS dropdown on
Hello everyone,
So, at last I found the core performance problem of my game that causes huge FPS dropdown on iPad1 and similar devices ( not in new generations like iPad2 and such). The problem is, when I make non-uniform scale animation on any model ( not related to material, not related to shader, not related to type of model ), like in animation when I make scale on Y-axis only, and put only 10 of those objects to the scene, I get like 10-15 FPS -.-**. Is there any workaround for this problem ?
I was going to try Bone animations, but I'm --as usual-- making 2D game for iOs, and I have 5-6 planes animatied with transparent textures on them. making bones on those planes would work, but since I'm using 2d Toolkit's "Atlas Texture" on my planes to reduce drawcalls, it changes mesh and puts it's own mesh. And the result is Bone data is all gone and I have non-animated plane that's all.
So if you have any idea about non-uniform scale animation workaround or how to use bone - animation with any texture atlasing ( with reduced drawcalls like in 2d toolkit (probably because it's combining meshes it should change mesh) ) please tell
Thank You Cheers...
can you provide the internal ios profiler stats like:
cpu-player> $$anonymous$$: 9.8 max: 24.0 avg: 16.3 cpu-ogles-drv> $$anonymous$$: 1.8 max: 8.2 avg: 4.3 (...) mono-memory> used heap: 233472 allocated heap: 548864 max number of collections: 1 collection total duration: 5.7
?