Game hanging a lot

HI

guys i m new to unity android and i am currently facing a lot of problems(i am working on unity iphone for the last 2 months but android is completely new to me). i am making a golf game ,it has just one scene right now with a small ground(which is a fbx file around 400 tris and a character which is also an fbx file around 1 k tris with a single animation)the overall game has 2.4 k tris and 15 draw calls but still the game hangs like hell. i m testing the game on HTC hero sprint.

can anyone please help me out .

Thanks in advance

can someone please help me…

IIRC, HTC Hero is a device powered with an ARMv6, that doesn’t even have VFP support. Unity 3.1 does not support ARMv6; only ARMv7. And it’s highly unlikely Unity will ever support devices running a CPU that doesn’t have VFP.

@erique :thanks a lot for the info,can you please suggest me a better way so that i can run the game on my device(htc hero sprint)

I think Unity 3.1 does support ARMv6 :expressionless: Correct me if im wrong. I see 3 available options in Device Filter: ARMv7, ARM v7 and v6, Universal. Ok, setting device filter to ARMv7 and v6 doesn’t help but setting it to Universal does. I can run my small game pretty smooth on my old ARMv6 device.

I know that setting the device filter to that may cause crash on higher devices so i just use it to test on my phone.

I heard that Unity 3.2 will only support ARMv7, is that right? Please don’t. What about testing apps on the emulator? What about making 2D games on Unity 3D? Do we need an ARMv7 device to run a small memory game?

You are wrong. System Requirements explicitly says ARMv7 only. The documentation also mentions that the ARMv6 w/ VFP device filter is for testing on Tegra development boards which used to refuse ARMv7 binaries (they don’t anymore, so it’s not an issue). Setting the device filter to Emulator Only/Universal could make your application run on a real device as well (not only the emulator) but it’s unsupported and untested.
If your game runs smoothly on your device thats great; chances are 3.2 will run even better on your device then. May I ask what device you are testing on? It still doesn’t change the fact that you are using a currently unsupported part of Unity, right? :slight_smile:

There is also a difference between a device powered with an ARMv6 without VFP, and one with VFP, performance wise.

Well, actually it should not crash if you use an Emulator Only application on for example an ARMv7 device; it might just run poorly and/or have an increased binary size.

You heard wrong. And besides; 3.0/3.1 was already ARMv7 only, with an option to run under the emulator.

I tested it on Samsung Galaxy 5 (Samsung GT5500), Froyo. My game is just a small 2D game though