Android, Batch.DrawDynamic eats up all performance

Hey gurus,

I recently updated to Unity 5.3.0f4. I’ve been making a game called Monkeyrama, lots of physics blocks falling and stuff. The game ran perfectly on iOS and Android up until this moment, when I built for Android again. The device used to run the game 60fps with no drops, but now the FPS is on average ~15.

According to the profiler, all the time gets spent on Batch.DrawDynamic under BatchRenderer.Flush.

Any idea what has changed, and how I can fix it?

Thanks!

I’ve had similar problem after upgrading to 5.3
Build Settings - Player Settings (Android) - Other Settings - (uncheck) Auto Graphics API - (delete) OpenGLES3
now, the game is forced to use OpenGLES2 where I have my old stable 60FPS
http://forum.unity3d.com/threads/bad-ui-performance-on-android-in-putgeometryjobfence.371084/
maybe it is fixed in the latest version (or will be)