So... unity 4.5 faster than 4.6?

Hi guys!

I have a very weird issue: After so many script changes, I have (I think) found the problem: it seems that a unity 4.5 android build is faster than unity 4.6!

The reason why I think this? Because before, my game ran really well with 10 cars on the track. now, after upgrading to 4.6, (I had 4.5.5 before) it barely runs with 6 on the track! (This is on a low-end device, others might not have as much trouble)

I tried to hide the slowdown with multi-threading (My rankings script was part of the slowdown, so that was what went on a separate thread) but in a lot of cases now, my builds, even on really low polys and simple shaders, runs really bad… :frowning:

So can someone please help me? The absolute last resort for me would be to down-grade to 4.5.5, as I had plans to integrate the new UI system with my game… :frowning:

What does the profiler say?

Well, before, it said one of the CPU stats was really high, despite FixedUpdate/physics/mono executing in not much time at all.

And I did find the issue: it seems using MPEG compression for audio completely stuffs the framerate, so now I have it on decompress on load… :smile: And it performs much better!

So now, onto the ultimate question: what is best? Compression, or Performance? :wink:

If you know anything that could help this, I am open to suggestions.

atm, I have all my normal sounds on Native mode, while soundtracks (music) are compressed. (They’re decompressed on load during gameplay, however, and that means an ATROCIOUS loading time! And probably bloated RAM… :smile:)