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Extreme Low FPS on Android Builds

Discussion in 'Android' started by altered3, Oct 26, 2015.

  1. altered3

    altered3

    Joined:
    Oct 15, 2014
    Posts:
    4
    I recently got my game to the alpha test stage using 4.6 and the framerates were around 45 on my test device.
    I am now on 5.2 (tested it on all versions since 5.1) and now my framerates are around 2 to 4 fps.
    I created a new project just to test what could be causing the issue, went through about 100 different recommendations and still have the slow fps issue.
    The new project has one primitive cube a 128x128 png mobile diffuse shader on it scaled to 1,1,1 with the Camera close in so it covers about half the screen, I removed the directional light (after first test) and put in a point light (before second test) ,the camera is set to forward currently (tried deferred as well) and the best fps I got was 21 fps.
    In writing this am i missing something? I went through at least 100 diff recommendations from the forum, checked player settings etc and the highest fps I received was 21.
    Any help would be deeply appreciated.
    Allen
     
  2. MrEsquire

    MrEsquire

    Joined:
    Nov 5, 2013
    Posts:
    2,712
    Have you read the rest of the threads in this forum, there number of threads on the same issue of performance!
     
  3. altered3

    altered3

    Joined:
    Oct 15, 2014
    Posts:
    4
    Yes been on the forums for the last 2 days trying literally everything posted hence my post today. I like to make sure I am at wits end before I ask, helps me to learn alot.
    I did get my wife to loan me her phone and try it on her phone but it wont load at all with logcat errors about standard shaders.
    D/Unity (14420): Unsupported: 'Standard' - Pass 'FORWARD' has no vertex shader
    D/Unity (14420): WARNING: Shader
    D/Unity (14420): Unsupported: 'Standard' - Pass 'FORWARD_DELTA' has no vertex shader
    D/Unity (14420): WARNING: Shader
    D/Unity (14420): Unsupported: 'Standard' - Pass 'SHADOWCASTER' has no vertex shader
    D/Unity (14420): WARNING: Shader
    D/Unity (14420): Unsupported: 'Standard' - All passes removed

    I perused the forums on that to and no answer from Unity.
    Thank You for the reply
     
  4. nikkouskouk

    nikkouskouk

    Joined:
    Jan 23, 2015
    Posts:
    29
    Unfortunately unity 5 and androids dont like each other. On what phone are you testing it?
     
  5. altered3

    altered3

    Joined:
    Oct 15, 2014
    Posts:
    4
    Samsung Note 2, Note 3, Galaxy S4, Asus Tablet. Wish they did like eachother as it is the whole purpose of paying for it monthly and paying for the Android addon...
     
  6. nikkouskouk

    nikkouskouk

    Joined:
    Jan 23, 2015
    Posts:
    29
    paying for what? :S unity android is free.
     
  7. Dantus

    Dantus

    Joined:
    Oct 21, 2009
    Posts:
    5,667
    This sounds like a relatively simple scene. Could you make a reproduction of it and share that with the community?
     
    nikkouskouk and larku like this.
  8. altered3

    altered3

    Joined:
    Oct 15, 2014
    Posts:
    4
    Seem to have found the main issue at least with what i have been testing on.
    The shaders from my 4.6 just either do not work on 5 or lag it so bad it becomes unplayable. On my Asus tablet I do not get the shader errors I received in ADB on the Note, however they are broke all the same. The standard scene I made uses the default shader which is a standard shader, that is one of them that errors and crashes my Android Note and S4.
    Only shaders I have been able to use are the legacy shaders. At least this seems fixable.
     
  9. Dantus

    Dantus

    Joined:
    Oct 21, 2009
    Posts:
    5,667
    Whenever something is not properly working in Unity, it can cause significant slow downs. That's why it is extremely important to always sort all issues out at the very beginning.
    The standard shader will be optimized by Unity for a future version. At the moment it only works on high end devices if at all. Also, if you use a default scene, make sure not to use the procedural sky, because it is far too slow on mobiles.