Since OS 3.1 went live this week I’ve gotten a few reports of users who say that after upgrading their motorola Xoom, loading times between levels in my game have gotten excruciatingly bad, supposedly 4-5 times longer than before updating their OS. Is anyone else getting similar reports?
Yep, we are having the exact same problem.
Same here. I noticed my most simplest level takes close to 30 seconds to load on a xoom, where it takes less then 3 on a iPad 1.
In my case, I narrowed down the cause to the presence of skinned meshes in the scene. By adding a collection of simple skinned meshes to a scene (only a handful of quads each) which had no textures, scripts, animation or sound, I was able to cause a nearly empty scene to jump from 10 second load times up to 50+ on a Xoom running 3.1. It’s interesting that this only occurs under Honeycomb 3.1, they must have screwed with something related to how Unity handles skinning.
One other thing I noticed: New instaniations take a loooong time, and that might be the cause of the slowdowns.
On scene start I have a bunch of prefabs dynamically added, and I also have a couple that the user would initiate (picking up a point, etc.) On the iPad, those instances are created nearly instantly. On the Xoom running 3.1 there’s at least a 0.5-1 second or so total block for the first load of each prefab, especially noticed on things like picking up a point.
I haven’t had a chance to do more experimentation, but I’m betting that in my case, that delay is figuring in pretty heavily as to why my scene takes so long to load.
It may be related, but it’s not the main cause. I find that instantiating things on android is pretty pokey regardless of the device, but 3.1’s situation is extra special. I’ve gotten 60+ second delays with no instantiating at all.