Low FPS after LoadLevel on iPad

Hi, there!

Here is my weird problem:

I have a scene with just a ragdoll and a camera following it. If I build that scene alone and run it in the iPad, all go well at 60 FPS. But if I build the ingame scene and another one with just a “Play” button that when pressed it loads the “ingame” scene using Application.LoadLevel, the game runs at 3 FPS!

What could be wrong?

Thanks in advance!! :smile:

Edit: it only happens running on the iPad. It’s ok when running on the editor.
Edit 2: I’m setting a velocity vector every frame on a fixed update. The line is something like Root.velocity = velocity; . If I comment this line of code, it works fine. But how is it related to the LoadLevel thing?
Edit 3: It’s not a velocity problem, it’s the physics. When the rigid bodies of the ragdoll wake up, the fps drop down. But this only happens when loading the scene from other scene, and running it from the iPad. It seems like a Unity3d bug.

Solved but I still think it’s a Unity3d bug:

If I use CollisionDetectionMode.ContinuousDynamic the game slows down to 3 FPS, but ONLY if I load the scene from another scene and I run it on the iPad… if the scene is the first one to be loaded or is running on the editor, the game runs well at 60 FPS or more.

I can’t find any bug like this in our database so please can you file a report for it (menu: Help > Report A Bug).

Ok… I will! :smile:

Thx!

I have the same issue, is there already a solution for this?