Two performance questions:
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I’ve got a scene that exclusively contains sprites (via SM2) and planes with rotating/panning textures. The setup runs smoothly at about 29 fps on 3g. Once I put my finger on the screen, the framerate drops down to 22 fps. All input scripts and game logic are disabled, so I know it’s not an expensive script taking the extra time. There are no OnGUI calls or colliders on screen. Is it common for input touches to have such a large impact on performance?
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I currently have roughly 30 sprites batched that need to slowly rotate with a unique speed. At the moment I have them all running a script with a defined rotation speed and a single line Update that instructs the individual object to rotate. Is there a more performance friendly way to handle continuous rotation of many objects at once?
public float rotSpeed;
void Update(){
transform.Rotate(rotSpeed * Time.deltaTime, 0f, 0f);
}