I’m trying to optimize my game for iphone 4th. When i check the profiler, the total object count in the first scene is at 2000 and i only have maybe 20 instantiated objects. I’m using Orthello and i don’t know what to do, my game is running at 19 on any 4th generation idevice and i tried everything i found. The draw calls are at maximum 20. So do any of you know what’s up with the object count?
The object count reported in the profiler is most likely not the problem. “objects” here are not “game objects”, they are “anything”. A game object (one object) might have five components (five more objects). A material might be loaded (one object) which uses two textures (two more objects). And so on.
I’d suggest using the profiler to figure out where the time goes. First, is the CPU being the bottleneck or the GPU (use built-in runtime profiler)?