safe amount of draw calls for iphone4

is there a range of draw calls that is ideal for iPhone4's hardware? or should i keep a closer eye on memory?

I’ve read 30 draw calls before you start to see noticeable frame rate drops below 30fps.

It was 20 in previous versions of Unity but with the post 3.0 version it’s closer to 30. The sense I get is they are still improving Unity to be a great mobile development system. But prior to 3.0 mobile with Unity felt more like an immature addon.

That’s just what I read in various forums and it’s the target I shoot for now while I’m focused on development instead of performance profiling…which will come later on.

The thing is there are lot of things that can negatively effect your performance on iOS devices. The biggest is probably garbage collection. You can have awesome consistant framerates and good draw calls and still get hiccups when the garbage collecter fires. If you follow the documented Unity way…you’ll get garbage collection. (ie. Instantiating and destroying objects during runtime). These objects need to be pooled into arrays, instantiated and loaded into the arrays at startup and then maintained in memory until you load a new level or scene. My previous 2 games were on Xbox 360 and battling the garbage collector was a constant nightmare, yet it sure beats manual memory management and memory leaks etc. I only reference the 360 because XNA was also .Net based similar to Unity’s implementation of .Net by way of Mono.

Here are a couple of great links that you should check out for iOS development/Unity.
The first one is a developers blog. Just scroll down his posts until you see the one about optimizing Unity for iOS.

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http://unity3d.com/support/documentation/ScriptReference/index.Performance_Optimization.html
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http://unity3d.com/support/documentation/ScriptReference/index.Performance_Optimization.html
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http://unity3d.com/support/documentation/Manual/iphone-DrawCall-Batching.html
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