I’ve noticed that a lot of people are looking for insight into their profiler readings. So I’ve decided why not make an official thread to post readings, and have the Unity masterminds provide reasons as to such to make optimizations easier for all of the clueless (like me). I hope to have great findings that might affect lots of iOS devs.
I’ll start off by posting my readings from the internal profiler:
I can’t seem to figure out what exactly is making the frame times and CPU player spike like this. Everything else seems well within range. Could it be Unity 3.5 beta? I only started seeing this after the update.
Mono-scripts → coroutines 8.9 is very large. You are doing too much processing per frame in coroutines. If it’s just bulk, multi frame work you could look into threading. But it’s hard without seeing examples of coroutines you use a display of the built-in Profiler that runs in editor. (As that would give you function names).
Thinking about it a bit more 8.9 isn’t actually horrible (~half your frame is spent in coroutines if you were at 60 fps). Do you happen to have Pro? The iOS internal profiler is good for figuring out which major component is bottlenecked (CPU, GPU, Physics, GCs, etc…), but not so good at finding the more low level issue. It’s definitely CPU side rather than graphics, and physics looks fine, but outside of ‘your scripts’ it’s harder to pin point it down knowing so little about the game and code as a whole.