Does running using the trial version affects performance?

Hello agian.

I ran this test to see how it looked on iPad, the things I have in scene a box with some wholes and a sphere falling into the box, thats it no more… I ran it and it’s not fluid, I hadn’t add textures just 2 Metallic materials to the box and to the sphere.

This is what I have from the console

2011-02-07 12:10:17.549 lessons[40173:307] Received memory warning. Level=1
WARNING → applicationDidReceiveMemoryWarning()
iPhone Unity internal profiler stats:
cpu-player> min: -181.0 max: 251.9 avg: 52.8
cpu-ogles-drv> min: 0.0 max: 191.9 avg: 6.7
cpu-waits-gpu> min: 0.0 max: 78.6 avg: 48.0
cpu-present> min: 0.0 max: 1.2 avg: 0.4
frametime> min: 0.0 max: 97.5 avg: 53.4
draw-call #> min: 0 max: 5 avg: 4 | batched: 0
tris #> min: 0 max: 6629 avg: 6408 | batched: 0
verts #> min: 0 max: 4452 avg: 4303 | batched: 0
player-detail> physx: 1.6 animation: 0.0 culling 0.0 skinning: 0.0 batching: 0.0 render: 1.4 fixed-update-count: 0 … 5
mono-scripts> update: 0.0 fixedUpdate: 0.0 coroutines: 0.0
mono-memory> used heap: 139264 allocated heap: 196608 max number of collections: 0 collection total duration: 0.0

If I understand ok, Im still under the 10k vertices that the perfomance guide suggest…
So Im really wondering why is this happening?..

What am I doing wrong?, what am I missing?

The pro trial version doesn’t have any performance restrictions. Is the sphere falling into the box purely under physics control or are you using a script? If you are then perhaps you can post the script here.

the problem isn’t the physics here (its done in 1.6ms per frame), although its obvious from your description that you likely use a mesh collider which are commonly a thing to avoid on mobile, but you are still not in the range of it being a real problem.

You have other code that is totally devastating as you can see in the cpu-player line which has an avg of 53ms which means < 20 FPS on average. Hard to say what in detail though without more information.

The to me fishy thing is your max on the cpu - ogles drv line, especially in combination with the cpu player and cpu waits gpu line … What leads to this kind of data? Realtime texture update with apply in realtime / near realtime or alike? Never seen such a massive wait number so far and not even the worst bomb experiment I did was able to come up with such cpu-ogles-drv values …

Uber-cool shaders, eh?

cpu waits for gpu 48ms on average - that means you stomped gpu pretty bad

Hello guys thanks for the reply… I was loosing hopes I would get one…

The model is a box with one surface with wholes, it was done on cinema 4d, we are new people starting out with unity and 3d iOS development, so we don’t know quite good what shold be done and should be avoided in when making the models.

Now, I tried reimporting the model, without changing any structure within, I just took out the camera the 3d artist left on cinema 4d, and for my surprise now it runs at 30 fps :smile:

I set up the a mesh collider as before.

I really dunno what happened. maybe I did something wrong, and set up something I shouldn’t have… :S

Anyway…
Thx for the reply… If you have a chance/time and help me with another post I put which passed unanswered also:

http://forum.unity3d.com/threads/77128-Move-an-object-over-an-inclined-plane.

We are really willing to buy the the engine because it looks great, but mostly because we read it has great support and the community its great.

Thanks… Gustavo…