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3.1 on Motorola Xoom causing problems?

Discussion in 'Android' started by MikaMobile, May 14, 2011.

  1. MikaMobile

    MikaMobile

    Joined:
    Jan 29, 2009
    Posts:
    845
    Since OS 3.1 went live this week I've gotten a few reports of users who say that after upgrading their motorola Xoom, loading times between levels in my game have gotten excruciatingly bad, supposedly 4-5 times longer than before updating their OS. Is anyone else getting similar reports?
     
  2. etoiles

    etoiles

    Joined:
    May 13, 2008
    Posts:
    216
    Yep, we are having the exact same problem.
     
  3. redd

    redd

    Joined:
    Jul 23, 2009
    Posts:
    122
    Same here. I noticed my most simplest level takes close to 30 seconds to load on a xoom, where it takes less then 3 on a iPad 1.
     
  4. MikaMobile

    MikaMobile

    Joined:
    Jan 29, 2009
    Posts:
    845
    In my case, I narrowed down the cause to the presence of skinned meshes in the scene. By adding a collection of simple skinned meshes to a scene (only a handful of quads each) which had no textures, scripts, animation or sound, I was able to cause a nearly empty scene to jump from 10 second load times up to 50+ on a Xoom running 3.1. It's interesting that this only occurs under Honeycomb 3.1, they must have screwed with something related to how Unity handles skinning.
     
  5. redd

    redd

    Joined:
    Jul 23, 2009
    Posts:
    122
    One other thing I noticed: New instaniations take a loooong time, and that might be the cause of the slowdowns.

    On scene start I have a bunch of prefabs dynamically added, and I also have a couple that the user would initiate (picking up a point, etc.) On the iPad, those instances are created nearly instantly. On the Xoom running 3.1 there's at least a 0.5-1 second or so total block for the first load of each prefab, especially noticed on things like picking up a point.

    I haven't had a chance to do more experimentation, but I'm betting that in my case, that delay is figuring in pretty heavily as to why my scene takes so long to load.
     
  6. MikaMobile

    MikaMobile

    Joined:
    Jan 29, 2009
    Posts:
    845
    It may be related, but it's not the main cause. I find that instantiating things on android is pretty pokey regardless of the device, but 3.1's situation is extra special. I've gotten 60+ second delays with no instantiating at all.