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Game suddenly runs at 30fps from 60fps on android devices

Discussion in 'Android' started by Mike01923, Feb 4, 2019.

  1. Mike01923

    Mike01923

    Joined:
    Jun 19, 2015
    Posts:
    190
    I exported my app to both my android devices on Friday, and it ran at 60fps, which is has been doing since the beginning. This morning I just deselected the graphy add-on (fps counter) prefab to test if the increased initial load was from that, then the app started running at 30fps on both my devices. I re-selected it, and also tried deleting the prefab from the scene and the app is still running at 30fps.

    So the only thing that changed was me de-selecting a prefab from an add-on from my previous export, which I confirmed wasn't causing any issues, yet my fps is still at 30. What happened?
     
  2. JuliusM

    JuliusM

    Unity Technologies

    Joined:
    Apr 17, 2013
    Posts:
    824
    30fps is the default framerate. Maybe something was setting it to 60 before or maybe you have modified quality settings and changed the vSyncCount value. You can try setting Application.targetFrameRate to 60 yourself (even though it's not recommended in order to save battery and prevent potential throttling due to heat).
     
  3. Raptosauru5

    Raptosauru5

    Joined:
    Feb 8, 2019
    Posts:
    24
  4. AcidArrow

    AcidArrow

    Joined:
    May 20, 2010
    Posts:
    11,002
    Uhhh, nice necro, but also that article is 5 years old and there are a lot of mobiles with higher frame rates these days. Also, I think some android GPU / OS combinations can render with VSync off, meaning potentially any frame rate is valid.
     
  5. Raptosauru5

    Raptosauru5

    Joined:
    Feb 8, 2019
    Posts:
    24
    Then I don't understand my problem. On my Huawei P10 my framerate keeps jumping between 30 and 60 fps. I thought this might be the reason. Even on my Huawei P20 pro fps caps on 60 fps even though I set cap to 500 fps. On Galaxy S7 edge the fps cap seems to be 30 because it just isn't fast enough to do 60... so it seems like it is 30 or 60 ...and more if your phone supports more but I can't test that.

    Also, isn't this topic still relevant since we should test on older (weaker) devices to target as many devices possible?
     
  6. AcidArrow

    AcidArrow

    Joined:
    May 20, 2010
    Posts:
    11,002
    What is the problem? You didn’t state a problem, you just replied to an old thread adding outdated information to it.

    I would suggest starting a new thread.