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Based on what I've read on other threads, these are the things that could be causing Graphics.PresentAndSync to increase: Flare Layer,...
After testing the games multiple times these past few weeks, I no longer think this is an issue with Camera.Render. Rather, I think this is an...
I haven't found a solution yet. I've been trying to fix this problem for over a year now and it' getting quite frustrating. Here's a little update...
I've been profiling my game on an Android device and I've noticed that some spikes occasionally show up and these spikes are caused by...
I'm pretty sure it's not UI related because a couple days back I tested the game after disabling all UI components and these spikes were still...
So I've been working on a mobile-based platformer for a few years now. I've spent more than a year optimizing the game for mobile as much as I...
And for those who are wondering, here's how I set up the project with only 1 cube interpolating: 1) Create a cube 2) Add a mobile shader to the...
Alright so I found out something interesting. I asked a friend to test out my game on his android phone. His phone uses a PowerVR GPU. And...
Here's what my project looks like at 30 fps. It's not as shaky in reality (since I had to use a bad screen recorder and compress the gif) but what...
I'm sure the project has been bisected enough. The profiler doesn't show anything out of the ordinary. The game runs at a steady 30 fps and there...
Could anyone please give my project a try? Like I said, it's a very simple project. All it has is the object spawning code, the object pooling...
Hi, I'm actually facing a similar problem with my game. I described the issue in this thread. Did you manage to find what's causing the problem?
First of all, I've kept interpolate on this whole time. So it's clearly not the reason for the lag. And secondly, yes the code shown above are...
I think I might have found the reason that a simple object moving script doesn't perform well on my phone at 30 fps but works fine at 60 fps. I...
I played around with the Fixed Timestep (in the Time settings). I thought that maybe if I change the fixed timestep to 0.033333, then maybe the...
That's what I've been doing for a while now. The new project I've created has nothing but the object spawning scripts (with object pooling). The...
Anyone else have any feedback? I even tried keeping the platforms static and moving the camera instead. However it did not solve the problem. I...
I already tried all this. But the movement still isn't smooth at 30 fps. I even removed Time.fixedDeltaTime from the platform moving code:...
My scene consists of a sphere (that is controlled by the player via touch input) and a bunch of platforms continuously moving upwards (the...
Sure I can do that. But is the SetPass call supposed to increase when a new particle system is added (even if the particle system isn't playing)?