Performance of UV Offset, Drop Over Time

Hi there,
I am offsetting the uv’s of a few textures to create a scrolling, parralax, background in a 2D game. The reason, I am writing is because the “smoothness” of the scrolls deteriorates as gameplay goes on. The scrolling textures, lose their smoothness and begin to “stutter”.

It is a very small game. Enemies, are very far and few between. The scene is static in that there are no elements added in or removed from Start to Quit.

So, I am wondering, what are possible reasons, for a performance drop in the uv adjustments via update? I ask this specifically as no other element, like player movement, Tweens are effected. They continue to run smooth.

I do not have the code in front of me, but the code for the scroll is basically this…

void Update(){
renderer.material.uvOffset(some factor, 0,0);
}

Edit
On a side note, I am running iAd and GameCenter Plugins. If it is these,what can I do?

Look into your “some factor”. How big is it? You will get precision problems if the value is to high. Reset your offset to zero after one full scroll (should be 1;)) so you won’t get precision problems.

Are your textures dimensions are powers of two. There will be problems when using non-power of two textures for UV scrolling

Regards
Lova Rajesh

Thanks.
I placed a call if uv.x > 0.999 then uv.x = 0. It seems to have worked. Is that the idea?