My game compiled with Unity Pro 5.1.3 for Android runs with 50FPS in the initial screen. It works fine. I attach the profiler capture. “Capture5.1”. This is with graphics set to compressed.
When I updated to 5.2.1p2 with all the same settings and graphics to compressed and normal compression the speed difference is frightening. Its supper slow, only 18FPS in the initial screen. I attach the profiler capture. “Capture5.2”. All of it is Camera.Renderer and then gfx.waitforprefex.
I have Galaxy Tab A too, and our game performance dropped from 60->30-40 fps when upgrading from 5.1 to 5.2. It’s something about the textures/images/sprites on the scene.
Performance issues on Android have been reported throughtout thread, it seems issues still present on latest builds.
I have not seen any official replies except post bug reports. Thing is no patch release ever says anything about performance, really each release getting worse which is super sad. I just hope we can get a patch release that stabalise this as Unity is moving to fast feature wise, but little performance on mobile
In that case post your case number here and anyone from unity that comes across this can see the case number and chase it, it’s likely QA are still testing to get a clear repro on one of there devices.
Also as a pro user you could test and see if 5.3 causes the same issue and if so post it in the pro forum, I know Alex is quite on the ball there with getting stuff looked at.
Bug Case 732882
I would try unity 5.3 but it needs to much time to install convert project and try, then delete and reinstall the backups and old unity. I have also my work to do. Anyway I hope I get an answer saying that this is the cause of this delay and this is the way to make this as fast as before.
Might have found a fix, check all your UI Sprites or Images, and if they don’t have a material:
Add material with shader: Sprites/Default
(if image doesn’t need transparency, use Mobile/Unlit)
I have a background scene compiled with several UI sprites, none had a material. After adding a default material to every sprite, performance was back to 60 fps.
Still no luck. Downloaded the latest 5.2 patch and tried the above solution but nothing at all changed. Still the same performance. I also noticed that static batching is not working, even after I disabled dynamic batching.
I am downgrading again… I also noticed that unity has a 5.1.4 (released 6 oct) version now. This tells me something that they know about the problem and its hard to fix.
I also noticed that UI is not causing the delay. Even after I disabled all the UI I still go 15FPS when I got 60FPS with the 5.1 version. This is really strange…