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Poor Performance on android platform

Discussion in 'General Discussion' started by hophoppoppop, Oct 28, 2016.

  1. hophoppoppop

    hophoppoppop

    Joined:
    Dec 27, 2014
    Posts:
    19
    Someone can help me.

    what i need to reduce to increase performance my game on android.

    upload_2016-10-28_15-30-5.png
     
  2. Ryiah

    Ryiah

    Joined:
    Oct 11, 2012
    Posts:
    20,141
    Unfortunately we can't. You haven't provided any useful information whatsoever. Simply seeing overall results isn't enough.
     
  3. TechDeveloper

    TechDeveloper

    Joined:
    Sep 5, 2016
    Posts:
    75
    reduce the green thingy bob..

    only joking :)
     
    Player7, Meltdown and Ryiah like this.
  4. RichCodes

    RichCodes

    Joined:
    Apr 3, 2013
    Posts:
    142
    There is a .001% chance a wild stab might actually hit something here. Unless there is a super high poly 3D model hidden behind the profiler window, the rendering hit is probably coming from whatever is in the canvas.

    Given that info, what are the chances that you have multiple nested canvases? That could cause your issue if you have enough of them. (I think, but I'm just a lowly monkey)
     
    Martin_H and Ryiah like this.
  5. Xaron

    Xaron

    Joined:
    Nov 15, 2012
    Posts:
    368
    I see the problem. If "ThrowData" does what it's named for, this is likely your problem. ;)
     
  6. Meltdown

    Meltdown

    Joined:
    Oct 13, 2010
    Posts:
    5,796
    Google can help you, you should try it sometime.
     
  7. Player7

    Player7

    Joined:
    Oct 21, 2015
    Posts:
    1,533
    Where it says 'CPU Usage'.. if you click the little green square next to 'Rendering'.. it will remove all teh green thingys.. problem solved :D
     
    JohnnyA and Ryiah like this.
  8. angrypenguin

    angrypenguin

    Joined:
    Dec 29, 2011
    Posts:
    15,516
    That's sitting at 30fps more or less... are you sure it's a performance issue and not your device's v-sync? I know it's not coloured as v-sync, but I wouldn't rule it out based only on that.

    Really though, like @Ryiah says, you've given us no information to base any solid advice on.
     
    Ryiah likes this.
  9. Arowx

    Arowx

    Joined:
    Nov 12, 2009
    Posts:
    8,194
    It looks like you are spending too much time rendering your UI. If you drill down into the profiler you should see what things are spending too much time.

    Off the top of my head you are probably updating the UI elements too much. It's easy to put the UI updates in an Update() or LateUpdate() method. And to do those updates even when the values or data have not changed.

    As a suggestion set up a Invoke("UpdateUI", 0.1f,0.1f) method call and function that will limit how often the UI is updated, and add logic to prevent changes to UI elements that have not changed (hint: store old values).

    Hope this helps.
     
  10. neginfinity

    neginfinity

    Joined:
    Jan 27, 2013
    Posts:
    13,327
    You need to use unity profiler. Attach to the game, read profiling data, find the most expensive functions and optimise them if possible.