So I released a game on the android market and it seams to have this very strange issue on some phones and tablets. It pixalates everything and runs super glitchy. Anyone have this problem or know how to fix it? the game is minemaze if you need to test it to see for yourself.
Just got the information, it is a Motorola droid 3 running on android 2.3.4 gingerbread. As for the the game, it is a 3d first person game, no multiplayer. Problem is still persisting after I did more optimization. Game is now running over a thousand fps in the editor haha. Still no luck on this individual case.:
Performance can be a tricky thing to master, with mobile devices, and without knowing about how you’ve set up the game, and given I don’t have an android, there’s no way of knowing, from where I stand, exactly what the issue is. However, here are some pointers on pinning down performance issues, with unity:
- As with any program, look for non-IEnumerator loops (loops that are not handled on another thread, or at least don’t behave as though they were) and inefficient algorithms in your code that might be hogging the processor’s time.
- Reduce the number of “dynamic” method calls as much as possible. This includes, but is not limited to,
FindObjectsOfType, etc. Unity is full of expensive, but deceptively convenient built-in methods and functions.
- Reduce memory overhead - If you can accomplish the same logic with less variables, within an acceptable (or lower) amount of time, do it.
- If you’re not sure if something is causing the delays, try a stress-test. For example, if you suspect a specific method of causing the delay, try writing another method to call it a very large number of times (on the order of 1000 or greater, is best), and run a clocking system to test how long it takes (c# has the StopWatch class, for this).
- Make sure you’re using ONLY mobile-friendly shaders! By the sounds of things, this may well be your problem, but, again, without any input from you, I can’t be sure.