Hi, We have created a 3D third person shooter game for mobile platforms, First we created it for IPAD3, which seems to work really well and now we tried porting it into Android devices such as Galaxy tabs and the game laggs terribly, the touch response/ shooting response etc is very poor. What could be the possible reasons for this ?
PS: The tris and verts are way under the proposed limit. I am using r21 platform tools (I dono if r22 is fixed yet). What is the suggested API I should work with on Android SDK and also do mention the best possible player settings in Unity,
Check your import settings on textures. I just had this issue on a windows phone. I had a whole bunch of textures that were larger than 24MB each. It ran slowly and crashed a lot.
I get some users reporting Input lag on my pinball game and others dont have any problem so this could be a case of per device performance ?
Unity suggests ETC Texture compression for Android. If you need alpha , one technique I found mentioned at the time I developed my game was to then store it in another texture (ETC or Alpha 8 ) and use it as a lookup in a custom shader. I use this method in my game for any alpha elements.
My game ( link is in my sig below ) is free so you can test it on your device if you want another benchmark on performance.
There is a good amount of mesh colliders, physics, texture uv scrolling, high frequency input events and sound going on all the time. Tris are about 30 000 in general up to about 50 000 when all the lights are blinking. Only the 4 or 5 skinned mesh objects are under the influence of a directional light. The rest are all unlit with fully baked textures.