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Just figured out. Yes it was a GPU thing. All the materials I was using for the particle effects had their shaders set as the normal shaders,...
The Unity Manual for mobile optimization says that GPU is used for drawcalls and not CPU. You might want to correct that then. [ATTACH] Also, I...
I understand. But as far as I know, the CPU would be waiting for a long time if there are a large number of draw calls to be finished. But that is...
Oh, Is there no way to fix this then? I am very curious because it goes as high as 45ms while testing the game that I am working on...
Unity 5.2: Profiling Empty Scene - Very high Graphics.PresetAndSync After updating to the latest Unity version 5.2, just checked the profiler...