Can somebody help me with those stats ?
It seems that everything is being done within 16ms, but the frametime is high up at 32ms. Making the app lags as hell… it doesn’t even seems 30 FPS…
iPhone Unity internal profiler stats:
cpu-player> min: 5.0 max: 7.4 avg: 5.9
cpu-ogles-drv> min: 0.1 max: 0.3 avg: 0.1
cpu-waits-gpu> min: 0.0 max: 0.0 avg: 0.0
cpu-present> min: 1.0 max: 1.8 avg: 1.1
frametime> min: 32.4 max: 34.8 avg: 33.5
draw-call #> min: 1 max: 1 avg: 1 | batched: 3
tris #> min: 6 max: 6 avg: 6 | batched: 6
verts #> min: 12 max: 12 avg: 12 | batched: 12
player-detail> physx: 1.1 animation: 0.0 culling 0.0 skinning: 0.0 batching: 0.0 render: 1.4 fixed-update-count: 2 … 3
mono-scripts> update: 3.0 fixedUpdate: 0.0 coroutines: 0.1
mono-memory> used heap: 6410240 allocated heap: 7921664 max number of collections: 0 collection total duration: 0.0
you have some massive error in code.
You have a heap of up to 8mb, never seen such a heap so far in any problem report here nor any own application.
Do you have a fucked up recursion or how did you achieve that bomb? 
Lol, no wonder why I had Memory Warning afterwards.
alright, I’ll check out in that direction. What’s a more normal heap ? What’s my target ?
Thing is, I have a pretty heavy xml that define how to render my object / animation, and I convert that xml into metadata when needed.
Maybe there’s a way to mnake pre-compiled metadata (ScriptableAsset?) instead of having to keep those 2 in memory ?
you can let an editor script generate binary data with file extension txt for example those then could be used as TextAssets
normal is relative, mine is rarely above 700k
Have a question about your technique, since it’s off this topic I created a new one :
http://forum.unity3d.com/viewtopic.php?p=403277#403277
Hey, how did you generate those profiler stats? I want to check out my stats too.
in AppController.mm you need to activate it through one of the defines.
check out the documentations that come with unity iphone to find out more about optimizing stuff etc