When I try the profiler on my mobile device, the figures in ms are about 16x slower, but I assume it’s normal?
I’m only getting 30 fps, which is too little for my fast moving game.
If your making a game for mobile markets then you need to set your base level device and build it to that. If the mobile you have is lower than the specs of the base market then you may be OK.
For example, if you’re a lone dev on a budget you might have an original iPhone and not be able to afford a new one. If so then it’s probably alright if your expected base model is the iPhone 2 or 3 and pretty much going to be OK on anything newer.
If your base level device is your mobile then you’ve answered your own question, if it’s not good enough then it’s not good enough.
The only other thing you should keep in mind is making a game takes a long time, that depends on your game I know but the point is I got a new phone and found out about Unity at the same time about a year ago. Thought it’d be a nice hobby and reasoned that my new mobile would be an ideal base level as I’d have to learn Unity from the bottom up. By the time my hobby game saw the light of day mobile devices would be soo much faster.
I’m not far off where I thought I’d be, a bit further back due to 4.6 breaking my DFGUI setup but hey, I’ve still got a hobby!
The point to all this rambling is by the time you finish your game and whatever apps store checks it’s content and posts it Moore’s law will mean faster CPUs/GPUs so if it’s not far off speed wise you might be OK.
Ultimately only you can decide though as you’re the one who knows what device base you have and what speed is acceptable and how long the development process is likely to be.
Oh and mobile devices have a vast array of CPU/GPU so it’s damn near impossible to advise what you should concentrate on without knowing your base level device.