I have a strange behavior in my Game. when i Build it for iOS, everything is super slow and feels like it runs in slow motion. Its not Lagging, i know the difference between a low frame rate and slow motion Everything is half as fast as it should be, character animations, menus that open, camera zooming, but scrolling in a UI is at normal speed
I donât know how i can search for the error since there are no error messages at all. I only have a âld: file is universal (2 slices) but does not contain a(n) armv7s sliceâ when I apply the validated project settings in XCODE but when i do this i can not build at all. but i donât think this has nothing to do with the slow speed of my game, right?
can any unity setting cause this problem? or does any of you had this problem before? or which informations do you need more to solve this issue?
I had a look in the XCODE profile thing. i dont know how this is actually called but the one in the Debug Navigator and its constantly on 30 FPS - cpu usage is 31% and memory also just 123mb. so everything is fine there.
I also have a dragable camera in my game (rts/rpg thing) and when i drag this cam its also super smooth and not slowed down at all
I know you said you already checked the frame rate dependency in your code, but you never know so I ll just say itâŚ
Did you try to set application target framerate ? Unity - Scripting API: Application.targetFrameRate
It default to 60 in the editor but is set to 30 by default when building for iOS. Seems like it would make sense of your animations running âTwiceâ slowerâŚ
Ok, i finally found the issue. its in the quality settings.
when i turn on the âgoodâ settings - vsync count is off. so when i turn them into âfantasticâ the vsync count is on Every VBank. so just turn the vsync count on.
so that solved the problem that the game is super slow in the unity player. but when i make an ios build it is again in slow motion. so vsync is off in the ios build? how can i turn it on?
As @Arowx mentioned, it looks like something in your movement code isnât frame rate independent. Are you sure youâre using Time.deltaTime correctly?