Unity v5.2.2, testing with iPad 3 (using this as a worst-case test device)
A quick disclaimer, I’m a game dev noob, so please excuse my lack of knowledge. I’ve been combing these forums for a bit and can’t find anything that addresses my problem.
I have an extremely simple driving game for the iPad that has 2 main elements: a rather large control panel (think 10-20 buttons, sliders, dials, etc.), and a viewport. The control panel UI elements are essentially a vehicle dashboard and never move, just allow for touch input and update with pertinent info. The viewport is a render texture connected to my in-world vehicle and my environments are, by design, extremely low poly (maybe a couple hundred polys in my test level at best).
My initial thinking was that I should pretty easily be able to get ~30fps on a retina display with such a simple setup. Unfortunately I barely scratch 10fps on device.
Decreasing the screen resolution makes things gradually better (I’ve tried both 1536x1152 and 1024x768) but I feel like this is only a small part of my problem. Independent of screen resolution, my profiler numbers are horrible. The game seems to run at an average of 66ms with Canvas.RenderOverlays accounting for about
When I look at the project in the profiler, I’m getting comically bad numbers. Overall, the game runs at around 60-66ms with almost 41ms just stemming from Canvas.RenderOverlays alone. I have some other offenders here that I’m looking into, but this 41ms seems incredibly high to me. Does anyone have insight into what exactly boosts this number up and what I can do to drop it down?
I’m completely open to other thoughts/suggestions as well.
Thanks!
Max
