Hi there just been happily tweeking/improving Cancer Wars (http://cancerwarsgame.org/beta) and then tried level 4 (Flo the fly) only to find the frame rate just died…
So I’ve reduced the trails of the objects to get a bit of a boost
Powered up the profiler and …
Turned of collision checking on the particle explosions
Removed iTween from the assets folder (wasn’t using it and was getting calls to GUIUtility)???
Now when things get hectic the game still slows down but most of the time it runs at 30fps…
The radar.cs script is using about 10ms+ of the systems time (or up to 50% ).
Just ran a deep profile and
drawBlip is getting called 946 times ouch, going to see if I can improve this a bit, but if you have any suggestions?
GUIUtility.BeginGUI() seems to be chewing through a lot of the total percentage on the profile but not sure where it’s being called???
If you aren’t actively calling iTween having it sit in your project should not have any affect on your project. Can you please verify if iTween was actually affecting things while it was not being used?
I think it was the actual editor gui and the iTween GUI Visual Editor, another thread mentions that the unity’s editor gui shows up as GUIUtility in the profiler often taking up a big chunck of the processing percentage.
Although removing iTweens Visual Editor did seem to reduce it’s percentage…
Just tested without iTween and GUIUtility.BeginGUI() used up 30-40% and about the same with iTween assets in the project it was probably the impact of the Visual Editor, something that will not impact a games build.