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Windows Store Apps debug performance - low framerate

Discussion in 'Windows' started by IDoAllTheWork, Dec 20, 2015.

  1. IDoAllTheWork

    IDoAllTheWork

    Joined:
    Jun 20, 2015
    Posts:
    19
    Hello,

    I recently switched from Unity 5.2 to 5.3, and due to its missing Windows Phone 8 support, I built my app as a Windows Phone 8.1 app (as this is what I have anyway). But while the WP8 app ran perfectly smooth on my Lumia 920, deploying it as a WS WP8.1 app really works badly. Building it as "Debug", the frame rate drops to an unplayable level. If I build it as "Master" to my device, it seems to run quite good (but I haven't made any FPS test, so I don't know if it has taken a FPS hit there). What is the problem there?

    Is it the same issue like this one?
     
  2. AcidArrow

    AcidArrow

    Joined:
    May 20, 2010
    Posts:
    11,021
    Did you try the workaround that the dev proposed? It didn't work for me, but maybe it works for you?

    My issue seems to be with Windows Phone 10 and it's only in landscape mode. Did you check if there is significant difference between landscape and portrait mode?
     
  3. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

    Joined:
    Jul 25, 2013
    Posts:
    10,507
    By design. For "Windows Store" platforms, we actually ship players build in debug configuration, while on WP8.0 they were actually still built as "release".
     
  4. IDoAllTheWork

    IDoAllTheWork

    Joined:
    Jun 20, 2015
    Posts:
    19
    No, I have to check this when I find the time to.

    So we're not supposed to use the "Debug"-option but rather use "Master"/"Release" instead?

    Thanks for the quick replies!
     
  5. Aurimas-Cernius

    Aurimas-Cernius

    Unity Technologies

    Joined:
    Jul 31, 2013
    Posts:
    3,642
    You can use Debug configuration, just it will be very slow, so use it for debugging purposes only (when you actually need to debug code). If you want to just try out your game, then Release is probably better.