Fine on computer but very lag on iphone

I have build a game that work very fine on computer like pc and mac. But after I build in the iphone, the scene and character become very lag and I have tried to seperate the cameras which to render. One for UI, the other for the scene. Also I have tried to change the kfps to 60, but the problem is still here. What kind of things I can do to solve on it??

my same issue was how it was calling audio.

what do your Stats say? what is your frame rate…its always gona be faster on computer

Also look at number of draw calls, and if you’re instantiating a lot of objects… could be anything really **

I have look about the Profiler and I see that there is Camera.Render always have the highest precent about 50-60% in total/
And the frame rate is 8.8ms/frame(113.5FPS), Draw call is about 155, is it too much?

Also my game is instantiate the enemy one by one after a few second and will spawn a bullet to attack my character.
It is too difficult to work fine??

Can any one suggest me what should I do or see what is the main cause to let my game so lag.

Many Thanks

Draw call 155 is way too much - i think the safe limit is 28-30… someone correct me if im wrong.

If you’re instantiating a lot of stuff, check out PoolManager

Sorry for I am new. If the draw call is too much. How can I decrease on it?
Is it I delete more object or anything I can do?

your computer often doesn’t give a good representation of how the app will run on the phone, building to the phone often is a good idea

and yea, 155 is likely to many draw calls, altho with the trial pro version with batching i think my app was running pretty smooth at around 30 draw calls, now with just basic its running at about 45-50 but still running the app just about as good as before so its not a perfect science

like Lime said, it could be almost anything, whats your on screen poly count? how high poly is your character?

once again its not a perfect science but most people would say around 6k-10k ploys on screen at a time is about the limit, so if your using a high poly character + animation + background + texture sizes over 512x512, you may expect some lag

to keep draw calls down one tip is to condense textures, basically 1 texture file = 1 draw call, sometimes its better to use 1 512x512 or 1024x1024 texture map that contains textures for 5 objects then 5 256x256 textures maps

I have tried to decrease the draw calls and finally to be about 47-60 draw calls.
It is much better than past but I still feeling a little bit lag in game.

Also after the game have spawn about 3-4 enemies, it get very lag again but the draw call have just increase about 2-3 draw calls per one enemies. So I need to keep decrease the scene object? But I’m already combine them in one object and I can’t find anything can delete now. Any suggestion can keep improve the lag problems??

You need to profile it to find out what really hits and lighten the load. Bone animation can, without mobile opted models, become very cpu intense especially if you test on 3GS+ and for whatever wrong reason build ARMV6 only (if you want to cut one, build for ARMV7 only with no ARMV6 support)