Hello guys, it seems that i just can not get my game to work nice on iOS devices. It is working quite good on lower end Android Devices. I am using Unity, 5.3.2f1
I went through all graphics API, Metal, GLES 2.0 and 3.0 and i get hiccups from all of them but i get the best performance from 2.0
Also the acceleromater freq is set to Disabled, game is not using it, Iphone only SDK, Optimized Fastest and Smallest in xCode, tried in 3 different Unity versions and Xcode 7 beta 5, beta 3 , 7.2…
Still i get these weird hiccups, its like a small drop in framerates that i just cant explain. Game is vsynced, using Application TargetFramerate to 60, altough setting it to 30 does not solve the problem. Game still has hiccups.
I tried everything, read a lot of articles, scoured the internet for days and still no solution. Game also has hiccups on Ipad Air, and on any iPhone from 6 Plus to 5. Performance is same across them all, except for those hiccups.
I tried using Unlit shaders, Sprite shaders, Normal ones, deleting my whole backgrounds to reduce draw calls. I get only 10 of them per level, and my Verts and Tris dont go above 200 each on a whole level.
Nothing helped. But on a profiler i noticed something weird, every hiccup it appears that is caused by Graphics.PresentAndSync which for me makes no sense, how could vsync cause hiccups, also i tried without then, performance was even worse, hiccups become more regular.
Also i tried reducing physics timestep, didnt work.
Here are a couple of screenshots, please take a look at them, and help me fix this. I can not release my game without an iOS version. Its a basic 2D platformer game, nothing too fancy with graphics and effects and particles, so i dont know whats causing them.
Every input is appreciated!