I’m trying to upgrade our project from Unity 4.6 32-bit to the latest patch of Unity 5 using IL2CPP.
I’ve tested it so far on the iPhone 5, and iPad Mini, and we have a very noticeable loss of performance (from 60 to 30 FPS in some scenarios).
I’m wondering if anyone has experienced the same issue and if there’s a checklist we should look at to guarantee the same (or better, as promised :)) performance with IL2CPP.
Why dont you try 4.6.7 with IL2CPP and check performance.
Upgrading a 4.6 project o Unity 5 is always going to cause performance loss from my experiance.
Its not a small task.
Cheers
The problems I experienced…On the graphics side of things I believe there is change in the static batching if you got “larger” levels with game objects marked as static. I had also some serious slowdowns with the metal API in the beginning but later releases but looking at the devices you listed, iPhone 5 and first generation of iPad mini, they don’t support metal so that should rule out the graphics API. I’m currently sticking with 4.6 for my game as I could not get the same performance on 5.
(the metal issues got at least in my case sorted or at least improved to a point where they didn’t matter around April)
Thanks for writing guys. I’ve tested the latest patches of both Unity 4.6.7 and 5. I tried a particular scenario where with 4.6.3+mono I used to get 50-52 FPS now I get 24-27 fps with IL2CPP (with BOTH unity 4.6.7 and 5).
We can’t run instruments as it looks like OSX 10.10.4 no longer seems to support the iPhone 5 CPU. Delightful
It may be useful to try Unity 5 with the Mono scripting backend as well. That may help determine if the performance problem is specific to IL2CPP or if it is something else in Unity 5.