As from my previous post regarding drawcalls and verts limit, as they are well under fine in my situation as per the replys.
http://forum.unity3d.com/viewtopic.php?t=28588
So, can there be a problem regarding object size that i am using in importing iphone, i made models in 3d software. Started as from the default interface provided and made a model and imported in iphone and worked out the whole game. With added some 2 more models using texture on single wall and floor, and textures on 3 game objects with 1024K. 4 omni lights being used.
And now there is so much lag when i use Drag(with Dragrigidbody script) and also the performance slow, the jerks are clearly seen. so, do i need to keep in mind the size of model that i make in 3d, i mean may be its too huge and i set the camera as per the huge model in iphone with doing any settings or so. How can i set the scale for the 3d objects for iphone use ?
Scale is for the most part a relative concept in 3D. However on the iPhone their can be some loss of precision at extremely large expanses. For instance a single polygon that is scaled up to act as the floor for an entire city area would start to flicker.
But this isn’t your issue. Your issue has to do with using the Dragrigidbody script and using 4 lights. 4 lights shouldn’t be necessary to achieve whatever look you’re going for. As far as the Dragrigidbody, I’d suggest adjusting the Fixed Time Step and see if that helps performance:
Thanks but i checked it already but, this is not the thing which is making a performance lag or frame skips.
May be i am using around 7 constant running functions in different .js file But i still don’t know how that can cause the performance slow as most of the update functions are on scores and trigger event. Only two game objects is there which is 3d and having update function, Also the Dragrigidbody on camera.
Its just near to completion and i am troubled in this slow and jerks traps. Can there be a case of Dragrigidbody script to cause the problem ?
enable the profiler in the iphone app delegate and check out the console from the organizer window while running the game through xcode.
that will give you stats on whats going on.
If you post those stats we can potentially shed a light on it