Performance Issiue

Hi there,
I am writing my second android app on android.
I read and use the hints on Unity - Manual: Graphics performance fundamentals
but my games feels a little bit laggy on my samsung galaxy s 9000i

Admob is implemented and FixedUpdate is used for my functions; fixedTimestep is min 0.1 max 0.3 to get more performance
but it feels nothing helps

its quite a simple game, with some “large” images ( 1024x768 )
mostly I use the unity animation to animate my stuff

you can have a look at the game at
www.citrus-development.net/scripts/public/webplayer.html

I really dont know how to solve this issue
it would really nice if you have some tips / hints for me

thank you

logcat :

11-04 02:04:04.008: D/Unity(30550): cpu-player>    min:  4.0   max: 35.8   avg: 11.0
11-04 02:04:04.008: D/Unity(30550): cpu-ogles-drv> min:  1.4   max: 18.3   avg:  3.8
11-04 02:04:04.008: D/Unity(30550): cpu-present>   min:  0.4   max: 43.8   avg: 14.8
11-04 02:04:04.008: D/Unity(30550): frametime>     min: 17.9   max: 66.2   avg: 29.6
11-04 02:04:04.008: D/Unity(30550): draw-call #>   min:  21    max:  22    avg:  21     | batched:    45
11-04 02:04:04.008: D/Unity(30550): tris #>        min:   712  max:   744  avg:   728   | batched:  1002
11-04 02:04:04.008: D/Unity(30550): verts #>       min:  1144  max:  1168  avg:  1156   | batched:   740
11-04 02:04:04.008: D/Unity(30550): player-detail> physx:  1.0 animation:  0.1 culling  0.0 skinning:  0.0 batching:  1.9 render:  7.2 fixed-update-count: 0 .. 1
11-04 02:04:04.008: D/Unity(30550): mono-scripts>  update:  0.0   fixedUpdate:  0.1 coroutines:  0.0 
11-04 02:04:04.008: D/Unity(30550): mono-memory>   used heap: 446464 allocated heap: 651264  max number of collections: 1 collection total duration: 23.8

reducing the size of used images helped a little bit

Just to be sure, you’re using FixedUpdate as little as possible, right? The way you talk it sounds like you are using it for everything, which would be VERY VERY bad for performance.