I need help here, me and my team are near to release our app but having a problem with the low frame rate (19FPS) on the iOS build…not sure why the build is having frame rate problem. Below here is my stats and my profiler, can anyone tell what am I doing wrong with my app that make it having this frame rate problem.
At a stab in the dark I would say the problem is fill rate / overdraw and unoptimised shaders, or script complexity. Lets see some scene pictures, you can usually spot what’s slow right away.
I’ve always found that the main reason is alpha/transparency issues especially on devices like the iPhone 4 and up. Test it by putting the build to armv6 (which uses simplified shaders) and see what the performance is - but yeah would be good to get a shot of the scene etc
So is it a quick solution? I mean does it take time to Unload the asset, because from what my previous experiences with Resources.UnloadAsset is that it still goes through the list of loaded assets to see if it can be unloaded
for us it is a quick solution, we put the Resources.UnloadAsset in a specific area so it will only run once per event. So when the unload part it will not take to much time. But I think there is more efficient way to deal with this UnloadAsset, we just dont find any.
If Resources.UnloadUnusedAsset solved your framerate, that means you’re not cleaning unused object references between your different processes. By judging your profiler, there doesn’t seem to be a huge RAM consumption, so if there’s still lowered framerate, maybe you should search for mem leaks / unkilled processes.
Additionally, your GPU usage seems to have some huge spikes (8 ms on PC = 80 ms on mobile). This could be some unoptimized shaders / poly numbers on certain models.