Fixed non fixed update

hey all.
i am working on a game for the ipad and have many spawning 2d sprites.

we are really struggling to get a frame rate of 30 fps It is currently ranging between 15 and 20.

Any suggestions would be amazing if anyone has had ipad framerate problems.

One thing i wanted to double check, ( i am not a programmer ) is that it is the best for us to be using update and not fixed update for a better frame rate?

thanks much,
cp

There could be numerous things bringing down your framerate, not the least of which is heavy work being done in Update or FixedUpdate. Between the two (in your usage scenario where it doesn’t sound like you are using physics?) use Update.

Are you using any optimizing engines for the Sprite management? What do the internal profiler stats look like in terms of drawcalls?

Hey there,
Thanks for the response.
Our draw calls are good and the profile shows graphics eating up the cpu.

What is an optimizing engine. Sounds sweet. ?

We are using Sprite Manager 2 from above and beyond.

Mmmm well from that answer…fill rate perhaps then (especially with the screen real estate on iPad being 5x that of a 3GS, yet having same GPU). I’d wait for responses from / search for other entries from Jessy, dreamora, JTBentley…to name a few more experienced on the topic.

Again, without seeing -everything- going on, it is hard to say what the culprit is (or mostly is). Other items to verify, Debug.Log/print statements and GetComponent() calls can be fps killers inside Update.

Here’s some related fodder, or Google up “Unity, ipad, fillrate” etc. HTH

http://answers.unity3d.com/questions/9269/confusing-ipad-performance-problems-help

http://forum.unity3d.com/viewtopic.php?t=50943

Yes, FixedUpdate is generally only for physics. Forcing your game code to run at 60 fps or whatever the physics framerate is set to makes things worse when the framerate is low.

–Eric