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Mobile : low performance on some device

Discussion in 'Unity Cloud Diagnostics' started by chero7, Jun 2, 2016.

  1. chero7

    chero7

    Joined:
    Jul 25, 2015
    Posts:
    7
    Hello


    I am making a game and i got excellent performance on some device and very low frame rate on other one. I don’t understand why ?


    This is a screenshot of my game

    Capture d’écran 2016-05-11 à 11.43.35.png

    As you can see, there is no complicate mesh, just one texture for the main character, very simple ui. I program by myself the physics and it’s not really complicate.

    I think this game should be played on every device !


    But this is my test :

    • Editor : 55 fps
    • Motorola Moto E , android : 60 fps
    • iPad mini retina : 60 fps
    • JIAYU S3 : 25 fps :(
    • iPad 3 retina : 20 fps :(

    When i profile iPad 3, i got :


    • 90% overhead
    • 30 drawcalls
    • 5000 tri and 8000 vertex

    Here the optimisation i have done :


    • All image are in a Sprite Packer
    • Main character is MarkDynamic()
    • No standard material : I replace them by « Mobile/Diffuse» and a custom material very simple to batch the objects
    • Test without UI element : the game lags


    Here the profiler :

    Capture d’écran Game.png

    Capture d’écran Memory.png

    90% overhead
    and in the memory i got System.ExecutableAndDlls that take 0.79 GB !

    Note that i also got this warning on iOS :

    warning: arm64 function not 4-byte aligned: ltmp0 from /Users/rochet/Dangerous Bounce/Dangerous Bounce/Libraries/libiPhone-lib.a(PLCrashAsyncThread_current-5565F35D16E4818B.o)

    This is my question :

    • What is System.ExecutableAndDlls ? How can i reduce that ?
    • AOT Compilation Options can help ?
    • What’s wrong in my project ?


    I am exhausted because of this problem ! I you have an idea it will be so cool !

    Thanks you !