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Question by Petr___ · Apr 04, 2013 at 10:49 AM · physicsiosfpsperformance

iOS FPS low frame rate when character moves, profiler shows Physics.Simulate takes cpu time

We develop FPS game for iOS. Player character is a First Person Controls from Standard Assets (Mobile). It has standard Character Controller attached.

We have 7 enemies on our scene Each enemy has a non-kinematic RigidBody. Enemies moving to the player when player is near

Scene has 5500 triangles / 6000 verts We have 20-25 fps on iPhone 4 when player don't move. When player start moving, fps falls to 7-10.

Also, we move enemies by changing their transform directly, not by calling AddForce.

In profiler we can see that Physics.Simulate takes about 60%-70% of cpu when the player moves.

How should we fix this?

We are new to Unity and 3D. Sorry for my English.

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avatar image Fattie · Apr 04, 2013 at 10:54 AM 0
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your English is perfect.

avatar image Fattie · Apr 04, 2013 at 10:55 AM 0
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TBC - you are running on a real physical iPhone ? not a simulator, editor etc

you are not tethered, you are using the Profiler via WiFi ?

avatar image Petr___ · Apr 04, 2013 at 11:29 AM 0
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Real iPhone, profiler via WiFi

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