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Unity 5 and iPad don't play together very well?!

Discussion in 'iOS and tvOS' started by samshosho, Apr 1, 2015.

  1. samshosho

    samshosho

    Joined:
    Apr 12, 2010
    Posts:
    370
    I have been making a game with Unity 4.6, then upgraded to 5 after it was officially released.
    My game ran very well on both iPhone 5 and iPad 3rd Gen.
    However after the upgrade, iPad framerate dropped to 13 / sec!!!
    While iPhone is strong at 30 and could go up to 60 too.

    I have disabled the GI by selecting Back GI and Precomputed Realtime GI.
    Also, no Shadows.
    I have 10k Tris and 30 Calls average, calls might go up to 45, then get patched due to an atlas, so mostly around 30 to 35 calls.
    Now i know for sure that this should work with no flaws at 30 /sec on iPad 3rd gen. But for some reason, it's not!!

    Is there a known issue with the new standard shader (physical shader) and iPads ?
     
  2. samshosho

    samshosho

    Joined:
    Apr 12, 2010
    Posts:
    370
    very helpful community , wow !

    Alright after digging into the problem, i found that removing the back wall which covered the whole level, which sets in a sic-fi environment did the trick. However i am unable to know why !!!!

    The wall is just a normal plane model with standard shader and a 256k texture!
    No matter what i did, removed the wall, added different model, added bunch of different ones, different texture, resize the texture. No matter what i did, iPad will not accept the back wall!!!

    It sounds crazy and i think it is crazy, it must be a glitch in Unity 5 , if i add other models, which has more vertices or higher texture , the game still runs fine, but adding any walls , no matter what , just breaks everything and frame rate goes to around 12 / sec . remove the wall , and it's back to 30!!

    I have made so far about 5 test scenes , each with different back walls, different textures and models. None is accepted by the iPad!!!
    Even though iPhone 5 is solid 60/sec , iPhone 4 is solid 30 / sec.

    Go figure.
    I hope a Unity expert can shed a light on this!
     
  3. samshosho

    samshosho

    Joined:
    Apr 12, 2010
    Posts:
    370
    i have also a ground that spreads through out the scene and a ceiling , removing them , has no effect whatsoever , so if i remove the ground and the ceiling which are basically the same as the back wall , but with more vertix , and leave the back wall only , still 12 / sec framerate ! remove the back wall , everything is fine , and i get 30 / sec and more if i want to run at 60 / sec ,, so the only difference that i can think of is that the wall is facing the camera , while the ceiling and the ground are not!!!

    What is going on with Unity 5 !!!
     
  4. TandT

    TandT

    Joined:
    Apr 4, 2013
    Posts:
    9
    I have another issue with unity 5 using skinned mesh render. I hope that gets fixed rather soon :-(
    at the moment it is not ready for production
     
  5. Fattie

    Fattie

    Joined:
    Jul 5, 2012
    Posts:
    475
    I have a similar bizarre problem.

    I have an extremely simple test scene (2 or 3 cubes and planes, that's all).

    It plain will not run on iPad Mini, with iOS8. So - the objects simply do not appear at all, they are invisible, the shaders do not work. I tried every shader (standard, diffuse, mobile, legacy diffuse).

    It runs OK on a brand-new iPad with iOS9, but bizarrely just won't run on an iPad mini, iOS8.

    What a shame.