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Script Call Optimization on iOS

Discussion in 'iOS and tvOS' started by mechaniqe, Jan 28, 2017.

  1. mechaniqe

    mechaniqe

    Joined:
    Jan 25, 2017
    Posts:
    18
    Hello. I'm new here and we (me and a friend of mine) are working on our very first game to be realized in a couple of months. Our main target platform is iOS (iPhone and iPad). Reading through Unity Documentation there are a couple of stuff I couldn't quite understand, so we would appreciate if you could share your experience/knowledge:

    On iOS Player Settings page it says:
    • When using the Fast but no Exceptions option, any exceptions that occur will crash the game, and no stack trace will be provided.
    • There is no performance benefit with the Fast but no Exceptions option when using the IL2CPP scripting backend.
    • When releasing your game to the world, it’s best to publish with the Fast but no Exceptions option.
    So when there is no performance benefit in using Fast but no Exceptions option with IL2CPP (which is your only option, as "Mono2x builds are no longer accepted in the App store") and your game will crash upon every exception, why are we recommended to use Fast but no Exceptions option when releasing the game?

    Thanks in advance for your contribution.
     
    Zenix likes this.
  2. Zenix

    Zenix

    Joined:
    Nov 9, 2009
    Posts:
    213
    Bumping this for you because I would also like an answer. It does seem like the docs are saying we should use 'Fast but no Exceptions' even though it's providing no benefit at all.
     
  3. andymads

    andymads

    Joined:
    Jun 16, 2011
    Posts:
    1,614
    I use Fast but no Exceptions because I want my game to crash immediately rather than continue in an undefined state. I use the performance reporting tool to view these unhandled exceptions.
     
  4. mechaniqe

    mechaniqe

    Joined:
    Jan 25, 2017
    Posts:
    18
    I appreciate your response. It is very helpful to get to know that.

    Thanks for support. :)