Android game getting an extreme low fps

Hey i’ve build my first android game and i’m getting an extreme low fps it feels like 1-3 fps. When i test it in unityit’s giving me a fps from 33-36 on fullscreen with 1920x1080 res. I’ve got around 150k tris and no textures at all anyone know why it’s so bad?

Have you checked from the profiler? Unity - Manual: The Profiler window

Because your desktop isn’t the same power as your mobile phone.

Haven’t seen that before I will take a look at it thanks

Still 1-3 fps for a simple game is insane I had 3 test devices 2 got an low fps 1 got a good fps and when I turned automatic graphic api off and deleted the one with number they all got a terrible fps. (someone said I should try that)

Sounds like you need to provide a serious amount more information since you can be doing as many things as there are stars in the universe, and we would not be able to guess. You have provided no information. Number of triangles is not information that’s enough. What shader? what code? How many objects? profiler screenshots. And more.

In short you are not allowing us to help you.

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Sorry, I’m new to all this I’ll try to provide moreinfo

only one shader for all objects mobile/diffuse shader
12 objects mostly primitives and empty gameobjects
more objects spawn in when screen is touched one for every touch (primitive cube
no lights
4 simple c# scripts e moving objects and instantiate and score and stuff like that
1920x1080
5 camera effetcs /edge detect-screen ao-vignete…-noise and scratches- screen ao
render path forward

player:settings
dynamic and static batch rendering on
graphics APIs openGLES2

I hope this helps let me know if u want to know/see anything else.

link to game https://play.google.com/store/apps/details?id=com.ObliviousStudios.TowerBuild

And thanks a lot for your time I really appreciate it!

Full-screen effects certainly are quite expensive. You should try disabling them one by one and checking the performance on device.

Also,

  • Which device are you using?
  • How often do the scripts instantiate stuff?
  • Did you profile it on a device yet (the link should have info on how to connect the profiler to an Android device)?
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My immediate concerns are the full screen effects. These need to be made custom or sourced properly for mobile, as they typically will hit the biggest weaknesses of mobile: ALU performance and fill rate / bandwidth.

Can you try mikael’s suggestions and get back to us? AO is pretty much a no-go even on top end mobiles.

Not sure about devices I asked some friends to try it.
They instantiate everytime the screen is touched probably every 2 seconds or so. They come with a script to move but the script destroys it self when a new cube instantiates.
No I only have an apple device.

I bought an android phone I will get it Tuesday I think it might be better to profile it to the android device and come back to the forum to share that.

I’ll also try to turn off the effects and see if it makes any difference.

Pretty sure it will be the entire problem. You can likely approximate the look you are going for though once we determine what’s actually slow… :slight_smile:

Bugs are also possible but the fact your desktop is only 30fps is a bit of a clue it’s way too heavy for mobile…

thanks will turn them off I’m getting 70-80 fps on mylaptop not sure why it was so low first probbably had it on the wrong res.

Thaks tested it today without the ao on screen on my android and it works now