Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice
  3. Join us on November 16th, 2023, between 1 pm and 9 pm CET for Ask the Experts Online on Discord and on Unity Discussions.
    Dismiss Notice

Unity 4.6.8p2 io9 choppy

Discussion in 'iOS and tvOS' started by MrEsquire, Sep 21, 2015.

  1. MrEsquire

    MrEsquire

    Joined:
    Nov 5, 2013
    Posts:
    2,712
    I started testing my game on iOS9 devices, ipads and iphones, noticed on ipads bad fps reduced and choppy game play, glitching etc. anyone else having issues, I hope the next patch adds some updates for iOs9?
     
  2. Paul33993

    Paul33993

    Joined:
    Jan 4, 2015
    Posts:
    27
    Yes. Performance is almost twice as bad with these last two builds. It's ridiculous. I can have my fairly simple scene paused and it goes in a three way spike. Something is terrible with this build. If I roll back to 4.6.7 is doesn't spike and runs almost twice as efficiently.

    It's very frustrating with iOS 9 out. I'm hopeful I can get away with releasing with 4.6.7 because making something a battery drain for no reason isn't cool with me.

    EDIT: For clarity sake, I'm taking about the performance charts in XCode. I know the performance of my game like the back of my hand. These latest two builds flat out stink.
     
    MrEsquire likes this.
  3. AcidArrow

    AcidArrow

    Joined:
    May 20, 2010
    Posts:
    11,021
    There's a "non-proper" p3 build that fixes some iOS9 issues, did you try that?
     
  4. MrEsquire

    MrEsquire

    Joined:
    Nov 5, 2013
    Posts:
    2,712
    Yes this is the one I'm on, because I had the build error in p2 from IL2CPP
     
  5. AcidArrow

    AcidArrow

    Joined:
    May 20, 2010
    Posts:
    11,021
    Are you using any kind of post process?

    I found that performance on those dropped a lot (bug possibly?). Otherwise performance seems very roughly on par for me.
     
  6. Paul33993

    Paul33993

    Joined:
    Jan 4, 2015
    Posts:
    27
    I'm not using any post processes.

    It actually sounds like the same issue infecting the latest 5.2 build:

    http://forum.unity3d.com/threads/unity-5-2-ios-performance-issues.353646/

    I say that because it's plain as day, at least with my project, that whatever is happening, is happening in a rhythmic pattern. Which seems to be the same issue with the person in that thread.
     
  7. MrEsquire

    MrEsquire

    Joined:
    Nov 5, 2013
    Posts:
    2,712
    It could be related to these changes and fix has some effect.
    + (718387), (720698) - iOS: Fixed system dynamic font support on iOS 9 where only the first font could be read from certain font collections and font substitutes, as identified by the OS, were not handled.
    + (none) - Shaders: Fixed support for "framebuffer fetch" (mostly iOS) functionality on OpenGL ES 3.0 and Metal.

    I just wish Unity can confirm if any issues exist, totally lost hope in Unity QA - poor performance testing.
     
  8. Paul33993

    Paul33993

    Joined:
    Jan 4, 2015
    Posts:
    27
    Hmm. *Knock on wood*. I may have gotten things under control. I've only done a single test, but it seems like my performance is back in line with the rest of the builds now.

    I upgraded to 4.6.8p3 and also updated any plugin that could possibly have been an issue: Playmaker (I'm a noob who needed some help in the beginning. My next project will be mostly/all C# scripts), TouchScript (which seems to have gotten a major performance update of late), and Energy Bar Toolkit. Which of those 4 made the difference? I'd not even hazard to guess. But assuming it's back under control, I'm happy one of the 4 fixed the issue.
     
  9. Paul33993

    Paul33993

    Joined:
    Jan 4, 2015
    Posts:
    27
    Strike that. I went and rolled back to an earlier version.

    And with the patch that was scheduled for Friday going MIA, I think I'm just going to submit using SDK 8.4. Assuming the final tests go as planned.

    Don't have a whole lot of faith submissions are ever going to go smoothly with 4.6 and XCode 7/IOS 9. Although if the new Unity patch comes out tomorrow, I'll give it one last shot.
     
  10. Iamdain

    Iamdain

    Joined:
    Feb 3, 2010
    Posts:
    90
    Hey Paul33993, any updates or wins on this?