Confused why the triangles count increased so much times after build to iphone

After a finished a scene, I run it on the Unity editor and the Statistics window showed there is about 6.5K tris.
But when I build it and run on ipod, it gave me a very big surprize,the built-in performance profiler showed there is over 18K tris,about 3 times compare to that is showed in editor.:expressionless:

Anyone can tell me why there is sooooooo much difference.:face_with_spiral_eyes:

do you use diffuse shaders in there? lighting will be multipassed
Also make sure to check in editor with graphics emulation enabled, because lot of shaders got translated into multipass

Thanks for your reply.

Diffuse shaders cause to the times of difference between editor and ipod in tris? OMG
I had thought the diffuse shaders has best performance,it seem not true?

And I used some translate shaders for some things like trees and iceberg, but the amount is small.

Has some optimization advice about the shader?

for iDevices you better off using standard assets (mobile) - they contain some shaders optimized specifically for mobiles. Also you can use then as the reference to write your own :wink:

Thanks for your advice

I baked all the static things in the scene,and this gave some increasing in performance. but it seems can not prevent the rapid increasing in tris.

Thus the diffuse shaders caused the rapid increasing in tris after built to iDevices? what kind of shaders will give perfect performance? VertexLit??

unlit ones actually