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Question by soulburner · Mar 29, 2012 at 10:58 AM · iosiphoneperformanceex2dbenchmark

ex2D performance

I've just started digging ex2D and made a simple demo that instanciates 2D sprites size 100x100 (all from single prefab => single texture).

So, after compilation it to iOS I've got strange results.

iPad 2 shows 1000 sprites at 25 fps - that's ok.

But iPhone 4 shows 300 sprites at 15 fps. That seems to me extremely slow!

Did I make something wrong? Or is it a real speed of unity through ex2D under iOS ?

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Answer by nantas · Apr 01, 2012 at 03:41 PM

That shouldn't be the case if other conditions are the same. Beware that not only the number of sprite matters, but more importantly how large are those sprites. If you have 300 sprites but each one of them covers the whole screen you will not get a good performance.

Please attach some internal profiler log/screenshot or share the link of the test project. It would help to identify problem better.

We are making an action puzzle game with ex2D, with hundreds (normally over 400) of sprites on screen and tons of needs for updates. And we get a solid 55fps on iPhone4. So I don't think there's a particular performance problem with ex2D on iPhone4.

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