Development build much faster than release

Hi, i’ve this strange problem, if i build my ios game with “development” build checked, my
game on iPad 4 run at 37/40 fps (said by Xcode).
If i compile without this check, the game runs at 29fps!!!

i’m going crazy, but i don’t understand why.

please help me.

29 fps? That sounds like you have set “Vsync Count” to “Every Second VBlank” in quality settings or you haven’t set Application.targetFrameRate.

If your game usually runs at 37/40 fps it might be best to set it to 30frames per second anyway to save battery.

Sorry bad typing, the game slow down at 18fps, constant :frowning:

i’ve Vsync setted on “don’t sync”

i’m using 4.2.2, xcode 5, iPad 4 IOS 7

same setting, on ipad2 with IOS 6 runs at 30fps in both type of build.

Sorry, no idea…
but can you reproduce this issue with another (clean) project?

thanks anyway, i can’t reproduce this as the game is in an advanced state of development.

Really, i can’t understand how simply flagging on/off the “development build” make so difference.

sigh.

We have noticed similar behavior in our game also… No idea why changing from dev build to release will give performance penalty.
(In our case changing to release also leads to some crashes but that’s an another story…)

Have you solved in some way, or the loss of performance was limited?

Intresting issues, never checked the development build ever, is there some documentation out there that explains this feature…
Surely performance should be exactly the same, official Unity developer needs to comment.

where are bug reports with repro projects? this is totally not expected

Thanks for confirming, I hope Gordon can deliver the needed files

Yes, i’m tryng to extrapolate a test project from the main one.
Little update, compiled with the 4.3.1f1 pro trial solved the problem, so it seems that is limited to 4.2.2,
unfortunely i’m using plugins that makes problem with 4.3 so i’m blocked to previous version.

Hi Gordon,

Any chance to test on 4.3.3, is there a official bug report in the tracker also?

I have the same issue. My game for PC is running at 60fps in editor play and development build with script debugging. Doing a regular build drops the framerate to 24fps in some cases. We have occlusion culling and lightmapping enabled. The version of Unity we’re using is 4.3.0f4. I’m pretty sure the occlusion culling isn’t working on the regular build. The frame drops are similar to when I disable occlusion culling on the camera.

Hey, I seem to be having the same issue here. Developer mode is a solid 30fps on iPad and Release is 10-15fps. Did anyone figure out what the problem was or a solution? (latest version of Unity Pro)

Who cares? Publish the game in debug mode if it’s faster then. I’m sure there’s a reason why you don’t want to, I don’t know much about this though…

Bugreport, please!
Thanks :slight_smile: