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Question by pawe9145 · Dec 24, 2018 at 09:48 PM · renderingfpsoptimize

Android Fps lock, weird build

I have made build and run my android game on three diffrent phones,

  • first very old,

  • second 2 times better

  • third, last relased, around 4 times better from second,

on everone of them, fps are locking on 20-22, and I noticed when I left my (first) phone on around 30 minutes with game running fps jumps to 26 -29 even when I played. When I am running same app in Editor mode Fps are around 700 - 800. I have installed custom shaders, but I have swaped back to 'Standard' I have V-sync OFF, Multihreading enabled, No images with raycast target (when disabled whole UI it had no effect on fps). At every one of them, at profiller I see GFX WaitForProcess. I am using Unity 2018.2.0f2. When I am building app at Editor Log i noticed that app is much bigger then it probably should:

 Build Report
 Uncompressed usage by category:
 Textures      3.1 mb     1.8% 
 Meshes        197.6 kb     0.1% 
 Animations    2.8 kb     0.0% 
 Sounds        0.0 kb     0.0% 
 Shaders       633.4 kb     0.3% 
 Other Assets  456.7 kb     0.3% 
 Levels        122.7 kb     0.1% 
 Scripts       1.2 mb     0.7% 
 Included DLLs 3.9 mb     2.2% 
 File headers  421.2 kb     0.2% 
 Complete size 178.4 mb     100.0% 

My asset folder is around 8 MB, after build app is over 100 MB, my assumption is maybe some useless libs are packed, and slowing my app.

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