Hi, i really need someone to help me…
I recently made a Web game called (Anonymous Messages) its a short game, and i really tried to make the best graphic with minimum size which is (15mb) cause its a web game…and it was very successful…
Link to the game: Play Anonymous Messages, a free online game on Kongregate
now I’m working on the iOS version…what i released is the game works very very well on web BUT when i made an iOS version with using the same level of details and graphics it runs very very bad/slow on the latest devices (iPhone5 iPad 4) !!!
Imagine (12 FPS) this is a DISASTER!!!
is there something I’m missing…is there something processing without me knowing so its taking all the cpu/GPU work?
is there something i must optimise when i work on iOS?
is there any tutorials and tips in this case?
Please Help ASAP
Best Regards,
Danar Kayfi
Indie Game Dev
Hi Danar iHugo,
First of all…the game looks awesome!
I will give you some “questions” for you to answer in order to understand your problem.
- Did you change all the textures to their “Mobile” version?
- are the threes static and are all of them the same mesh?
- Is anti-aliasing on or off?
- What kind of compression do you have used on the textures?
- Can you use the profiler? you can see where the bottlenecks are…
Cheers,
Iguana_02
Hi, Thanks 
Well,
1- No, i have no Mobile versions, but the Textures are basic graphic details not a High.
2- Trees are static, and yes all are the same Tree/Texture/Mesh basically i just change the the Sizes so the player feel they are different.
3- Anti Aliasing Disabled in the Quality Settings.
4- Not using.
5- i dont have Pro Licence.
Well i just notes two things:
1- in the Quality Settings its on (Good) i think i must put it on (Simple) or lower…what do u think?
2- that I’m not using the Override for iPhone Compression for textures…well nobs mistake…what kind of compression do suggest?
Regards,
Danar
first, try to change your material (not the texture) in Mobile/diffuse or (looking at your threes) Mobile/Bumped Specular…and see if you got any change.
Also try to compress your texture make them very low quality so you can see if your problem is there.
If your problem is still there then your problem is somewhere else…if your app gets better framerate then increase the quality step by step until you got a decent framerate.
i made a quick scene with only the Terrain and Some Trees (Almost 20 Trees)…Then
i changed the Material for the SkyBox and the Trees to Mobile…
Compression done for the Terrain/Skybox/Trees Textures with these configurations (Max Size: 1024/Format: Compression/Compression Quality: Normal)
…a little better but still bad frame rate…
Now i will try to make the same compression but with Quality:Fast
Ok now the Frame rate is 20??? the progress is really slow… i dont understand how there is very high quality games in app store… when you must turn the quality very very low…
In the Project Settings/Player i put the Target Resolution to Auto(Best Performance)
and the Quality Settings to the fastest
now the Frame rate is 30 which is the target BUT sometimes get to 20 while moving towards the trees…
Consider that optimise for iOs its tricky anyway…there are so many things to check…
-Amount of draw calls
- Amount of polygons
- How many things are running on the Update() function
- Lights? How many?
- Occlusion culling?
I got unity pro so for me is easier with the profiler.
The way i work is hide everything on your game and test it…then put things back one by one and “isolate” the problem so you can concentrate in one thing at time.
For example, if you disable all the threes and your game if fine, than the problem is just the threes…once you are aware of it , enable the three without leaves…and see…if the problem are the leaves…the trick it to is isolate the problem.
use internal profiler and post the stats
Good Strategy iguana_02 …it seems alot of work for non Pro licence 
Anyway someone advice me to use this: InstantOC Dynamic Occlusion Culling + LOD | Camera | Unity Asset Store
Seems like a good tool.
Thanks Ostwind
But i don’t have Pro Licence … maybe in future…
All your shaders are no doubt desktop quality, there’s virtually zero culling going on and you’re probably using alpha test. Btw it’s kinda slow on the latest i5 mac mini with intel 4000 HD. You need to learn how to optimise games across the board, not just mobile.
This means using culling properly, learning which shaders are better suited and performing significantly less overdraw. You can check your overdraw in the unity editor.
you absolutely right hippocoder…
When i did this game it was for a game jam competition i didn’t thought about these things…
i noticed that after people played it and when i tried to make an iOS version…
Thats why i asked for help cause i know nothing about optimising games…
Do u have any useful links talking about this?
Recently i receive an advice about using this: InstantOC Dynamic Occlusion Culling + LOD | Camera | Unity Asset Store
What do u think about it?
The suggestion from Ostwind its pretty cool and it is NOT a pro feature. 
You should first take a break to consider what shaders you are using are fast enough, for example alpha test is very slow on mobile but alpha blend is not so bad. Next, you can use ontriggerenter and ontriggerexit to hide and show renderers in a radius - or use LOD to try and reduce the amount of data. I don’t think occlusion culling will help much for forests, it is better where there’s solid walls… take your time and be patient, testing what you can and you will get there.
Yes iguana_02 But i think as hippocoder said “I don’t think occlusion culling will help much for forests, it is better where there’s solid walls”… so im searching for other ways
Thanks a lot hippocoder for these informations, well made a lot of testing in changing shaders and compression the textures…
i didn’t try the Hide/Show Render method till now…I’m going soon
But first i found these too plug ins:
Smart LOD: https://www.assetstore.unity3d.com/#/content/4204
SSB LOD: Unity Asset Store - The Best Assets for Game Making
Both looks great and seems like I’m going to purchase the (Smart LOD), What you guys think? which one is better?
Hey could you try the again…i just uploaded ver1.5.4 using Smart LOD plus i changed somethings based on the feedback i received i hope it run smooth now…
60fps solid on mac mini… getting there, getting there 