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Android Performance with 2d BoneBased Animation
Firstly, pardon my noobness, this is my first question!
I currently testing the bone-based animation using an animator + animations...
I have setup a simple character against a black background, of which is sitting in the 'idle animation'. The idle animation has 3 key frames, at 0:10, 0:25, and 0:40. Only one bone moves on each of those key frames.
When I play the 'game' from my pc, it renders perfectly, transitioning between keyframes nice and smoothly.
However, when run the build to an android phone (nexus 6), the animation is worse then choppy. It moves choppily through the keyframes, and psuedo-locks up the whole phone. (i can exit the game via the 'home button', but it takes several swipes to get the home button/menu to even appear)
Is there something about using animator/animations for mobile phones that I am unaware of that can seriously hurt the performance?
Here is the output from the internal logger:
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Android Unity internal profiler stats:
cpu-player> min: 3.6 max: 28.8 avg: 7.8
cpu-ogles-drv> min: 0.0 max: 0.0 avg: 0.0
cpu-present> min: 0.0 max: 4.9 avg: 0.1
frametime> min: 3.7 max: 28.8 avg: 7.9
batches> min: 14 max: 14 avg: 14
draw calls> min: 14 max: 14 avg: 14
tris> min: 119 max: 119 avg: 119
verts> min: 217 max: 217 avg: 217
dynamic batching> batched draw calls: 0 batches: 0 tris: 0 verts: 0
static batching> batched draw calls: 0 batches: 0 tris: 0 verts: 0
player-detail> physx: 0.6 animation: 0.2 culling 0.0 skinning: 0.0 batching: 0.0 render: 2.7 fixed-update-count: 0 .. 1
mono-scripts> update: 0.0 fixedUpdate: 0.0 coroutines: 0.0
mono-memory> used heap: 278528 allocated heap: 372736 max number of collections: 0 collection total duration: 0.0
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Here is a snippet with my unity profiler of the device:
Any thoughts?