I am upgrading my project from Unity 4.5 to Unity 5.2, and after hours of configuring, I am getting a terrible Frame Rate when I export to my iPad Air.
In Unity 4.5, I was getting a smooth 60FPS across all my scenes on my tablet.
Now I get 60 FPS in my ‘Level Select’ & around 40FPS on the ‘Levels’.
Here is the weird thing, in my profiler I get around 70 FPS in the ‘Level Select’
& around 200 FPS on the ‘Levels’. So in theory I shouldn’t have any problems at all.
There is no standout problem in the profiler either.
The Shaders are Mobile Friendly, and my Physics iterations are set to 8 & 4.
I’m guessing my Fixed Timestep is the problem here.
In my Unity 4.5 project both the Fixed and Maximum allowed timestep is 0.0166666, and I get the 60FPS.
BUT, in Unity 5.2 if I set it to those figures, in the build it’s showing me (± 53FPS) in the ‘Levels’,
but the actual timescale appears to be moving at around 0.75 (Slow Motion). No where is the TimeScale ever set to anything different than 0 (Paused) or 1 (Not Paused).
I’m building for 64 Bit now as is required for IOS Publishing, and it’s all really gone pear shaped for my project,
Xcode is also set to Release configuration so I have no idea why the performance has gone so bad.
Intresting, I been monitoring all performance relaxed queries in the forums recently (to much time on my hands) its pretty obvious that the upgrade to newer versions 5.2 in particular has caused performance decreases all around…so it could be Unity bug…I wish you luck
Well I’m not sure so much as to what exactly is going on, But I most certainly found
that changing the Grapichs API in Player settings yields a much better Frame Rate.
I had it set to Metal and Automatic before (which should be the correct choice for iOS)
When I changed it to OPEN GL ES 2.0 it was like I injected Steroids into my game.
Performance is now better than ever! VERY STRANGE but I’ll take that to the Bank!
Do you have a link to refer me to with that information?
The reason I ask is because only the iPhone 5s and up & iPad Air and up support Metal.
This means that you couldn’t publish to the appstore for lower end devices which makes absolutely no sense
at it would take away a lot of business from Apple.
I also tried to Google it, and the only information I could find was that IL2CPP scripting backend was required.
Open GL ES 2.0 is currently the only graphics API that can be published to support all existing Apple Products.
Check it out for yourself, looking forward to your link.
Just to put this issue to rest, Gametyme was incorrect.
We have just uploaded our game using OPEN GL ES 2.0.
Metal is not a requirement when publishing to the Appstore.
Also, Unity to my knowledge does not automatically enable
Metal when building to IL2CPP. It wouldn’t make sense either, because when
I select Metal the performance is dreadful, and when I select OPEN GL ES 2.0
the performance is much better. It also does not make sense, because then you have no say
as to what devices you can publish your game to.
I don’t mean to sound like I am being ugly here, just don’t post misleading information.
I have lost hours to misleading posts in the past, it’s infuriating.