This is maybe a silly post but i felt the need to create it and tell my recent experience... I'm making a low poly game for Android, i have a pretty old device here, which is perfect for me to achieve good performance. Anyway i had this problem where the game was running between 30min - 34max fps and for a low poly game that is really bad, so i bring this amazing PDF about mobile game performance: https://blog.unity.com/technology/o...ips-on-profiling-memory-and-code-architecture (READ IT BOY) With just a half read of that PDF i boosted the fps to 33min - 45max (it will make sense in the end) I look for all those weird lines that the profiler showed me on google and everybody was sad and angry about unity's bad performance this days, so i became sad and angry too because one tends to blame the software . Something very curious for me was something that i saw in the profiler... The MainCamera was rendering: object, opaques, transparent objects etc... But i have an empty object with cinemachine that was rendering the same, so i though "meh, a unity thing i guess" but after 2 hours i click the object with chinemachine and -.- there was a camera component there -.-" IDK why or how or what but it was there, after deleting that component the game was perfectly at 60 fps (yes i have it unlocked for now) Now i'm pretty surprised that unity was fighting to keep the game at 30min with 2 cameras rendering the same thing without any performance work before that is pretty good in my opinion. So, what did we learn today? always double check your project, your scripts, read performance tips and tutorials from unity. I've found many people in the forum talking really bad about Unity (me included sometimes) but is really important to understand the software and accept that is probably our fault (in 50% of the cases at least) Has something similar had happened to you?