Hi, I have this game since October last year on AppStore:
Gyspy Cards on AppStore
When I tested it on my iPad and iPhone4, I noticed a serious frame skip when the game shuffles the cards the first time.
I submitted a new version yesterday (waiting for review) with Unity iPhone 1.7 and SDK 4, and the fast switching and iAd works fine, but the frame skip is still there… I hope the reviewer doesn’t mind this glitch.
Any pointer to solve this will be appreciated. By the way, the game works fine on 3.0 so it should be something with either the arm7 or OS 3.2 upwards.
Can you give any more information about what the game is doing as the cards are shuffled? Is it creating lots of objects, moving them around… ? Can you post the code that is active while this is happening?
The cards are already created, I just enable the rendering and move them around while “shuffling”. The frameskip appears the first time I enable the render. While you are playing, the frameskip disappear and continue to play smooth.
I never have the whole pack rendered on screen at once, neither while shuffling, as I maintain the drawcalls below 30 at all times.
Remember this just happens with iPhone 4. In iPhone 3G works smooth all the time.
Anyone had this same issue? I really need any good advice for this problem. Any help is appreciated 
The first time an object is rendered, its textures etc allocate memory.
The fix for this is to have a single frame yield at the start (usually covered with a ‘loading’ screen) where everything is visible [but covered]. This way, all the allocation is done at the start 