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Unity 5.5.0f3 and Xcode Simulator 10.0 Unusable

Discussion in 'iOS and tvOS' started by GilesDMiddleton, Apr 17, 2017.

  1. GilesDMiddleton

    GilesDMiddleton

    Joined:
    Aug 12, 2015
    Posts:
    91
    Hey all,

    I've developed a really basic solitaire game which runs fine on mac/ios/android, but in the Simulator it runs at about 1FPS, even when not debugging - just running. I've tried different devices and versions of iOS, but it's still the same. Unusable.

    What am I doing wrong? Where's the magic button? (And no, I've not got 'slow animations on').

    I've got 10 set pass calls, 1.6k triangles. 12 batches. 50fps in unity. (Framerate is set to 24 in code to reduce CPU burn).

    Many thanks.
     

    Attached Files:

  2. GilesDMiddleton

    GilesDMiddleton

    Joined:
    Aug 12, 2015
    Posts:
    91
    Anyone?
    It appears that every one second in time in Unity is 6 seconds in real time when running the simulator.
    What are the typical mistakes that lead to even the most basic non update heavy game going wrong? Using Mouse functions?
    All seems fine on the iPhone 6 in real life.
     
  3. Mantas-Puida

    Mantas-Puida

    Unity Technologies

    Joined:
    Nov 13, 2008
    Posts:
    1,864
    It's a known limitation of iOS Simulators, they are pretty slow at emulating graphics. We suspect they don't use GPU for that.
     
  4. GilesDMiddleton

    GilesDMiddleton

    Joined:
    Aug 12, 2015
    Posts:
    91
    Thanks for the reply - I appreciate that might be the case - I just know that when I wrote a native SpriteKit game, with particle effects, physics, music and sound - it played at a brilliant framerate on the simulators; so I was a little shocked at how diabolical the performance of a much simpler (almost hello-world) 2d Unity game is on the simulators.