Sorry to be flooding the boards lately, but I’m really anxious to get my project running well on iOS.
My project is a music non-game named On and On (desktop version can be found on my website) and I use FixedUpdate to manage the sequencer aspect of it. When I’m running the game on iOS, FixedUpdate is anything but Fixed (which is obviously unacceptable given the nature of the project). I was wondering if the number of draw calls could bog down FixedUpdate, as my scene (though the geometry is very simple) does have a lot of different meshes.
Draw Calls don’t have anything to do with FixedUpdate. Rendering happens after LateUpdate. FixedUpdate is not suitable for what you’ve used it for. They added the delay parameter in Unity 3 specifically so you could use it for projects like yours.
But regardless, FixedUpdate is for physics. I tried many things when I was new at Unity to make musical sequencing work, and none of them did. Nobody else I know of was able to come up with anything either. If the delay parameter doesn’t solve things for you, then I think you’re SOL unless you write a plugin to make up for Unity’s shortcomings.