Performance issue!

Hi,

Below is the output of internal profiler of android. FPS is around 20.

D/Unity (19072): cpu-player> min: 20.8 max: 183.9 avg: 41.5
D/Unity (19072): cpu-ogles-drv> min: 0.0 max: 0.0 avg: 0.0
D/Unity (19072): gpu> min: 0.0 max: 0.0 avg: 0.0
D/Unity (19072): cpu-present> min: 0.6 max: 7.0 avg: 1.5
D/Unity (19072): frametime> min: 21.6 max: 185.8 avg: 43.0
D/Unity (19072): batches> min: 49 max: 65 avg: 58
D/Unity (19072): draw calls> min: 53 max: 73 avg: 64
D/Unity (19072): tris> min: 19265 max: 23003 avg: 21241
D/Unity (19072): verts> min: 17097 max: 19195 avg: 18158
D/Unity (19072): dynamic batching> batched draw calls: 17 batches: 11 tris: 73 verts: 133
D/Unity (19072): static batching> batched draw calls: 0 batches: 0 tris: 0 verts: 0
D/Unity (19072): player-detail> physx: 786.7 animation: 1392.5 culling 0.0 skinning: 347.0 batching: 0.9 render: 13273.9 fixed-update-count: 0 … 5
D/Unity (19072): managed-scripts> update: 6420.2 fixedUpdate: 67.1 coroutines: 0.0
D/Unity (19072): managed-memory> used heap: 40456192 allocated heap: 61190144, max number of collections: 2 collection total duration: 308766.0

How to know where the bottleneck is?
Thanks in advance.

Hi!
Why don’t you use Unity profiler?

Because game hang when I run profiler with it.

Well, the information in your first post is not enough to determine, where the bottleneck is. A proper profiler is usually required to firgure that out.

Did it crash? Or just hang?

Your main problem is with your script update loop. You should probably look into optimizing your scripts.

When I first started, Unity profiler works for 2-3 times but after that, game just hangs till death when Unit profiler shows device name in auto connect profiler.

doesn’t this time should be in ms? but then too it’s a big value, according to this my game should not run a frame but it’s running with 20 fps.

It is rendering at 20 fps. It does not mean that your game is actually running at 20 fps. If the update loop takes too long, some frames gets skipped/dropped.