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2D TilemapRenderer - low performance on Android

Discussion in '2D' started by cometa93, Jun 14, 2020.

  1. cometa93

    cometa93

    Joined:
    Mar 5, 2014
    Posts:
    35
    Hello, I'm working under beta release of my upcoming Android game... the game runs really well in editor, it's highly optimized, I've have long unity experience, although I can't figure out what's the cause behind the tilemaprenderer issue... I've removed everything from tilemap hierarchy, I've marked it as static.

    I've done a simple sprite lit material, I'm using 2drender pipeline, with the most basic features, no v-sync enabled, disabled multithread-rendering to profile it.

    I can't figure out what's causing such a behaviour? Why the geometry of the tiles is changed? Or it's a bug?
    upload_2020-6-14_17-2-32.png

    upload_2020-6-14_16-59-7.png \
    upload_2020-6-14_16-58-41.png
    upload_2020-6-14_17-0-41.png
     
  2. cometa93

    cometa93

    Joined:
    Mar 5, 2014
    Posts:
    35
    Ok, update it's not an issue of tilemaprenderer. Here is the profiler with disabled tilemap. So it shows tilemap is not an issue.


    upload_2020-6-14_17-15-1.png
     
  3. spryx

    spryx

    Joined:
    Jul 23, 2013
    Posts:
    544
    You have 3 rendertextures from the stats window. From what I remember, depending on what you are doing with those they can be uber expensive. Are you stacking cameras or anything like that? Any rendering code in Update() ?

    How much overdraw is being done?