I am really trying to understand what costs more in Unity.
Here I have 1 model- the textures are light-mapped so there aren’t any lights, and no physics. My draw calls are 4 compared to 51 in the warehouse sample- my used textures are lower by half and VB total is 16 compared to 200. Why does the warehouse run at 30fps, and I can’t get more than 15fps in my tiny test scene?
My guess is although the number of tris is the same in both scenes, in your scene all the tris are animated, whereas in the warehouse only a few are. I would try keeping your animated characters less than 1000 tris.
Is 30fps really a typical framerate in the warehouse demo? I only get 30 when I’m up against a wall facing it so that hardly anything is in-frame. The rest of the time it is about 10-15fps.
On my iPod touch I am getting a consistent 20-30 fps.
You seem to be rendering a character, is your character skinned and animated?
That is of course a lot more expensive than just a lot of static meshes. If your character is 7000 triangles, thats definately way too high poly for the iPhone. Try getting it down in a range of 300-800 triangles.
It would be very useful if you could post any results you find when reducing character animations as I need to look into doing something similar with one of the games I made last year.
Any info on how many tris you managed to squeeze a good frame rate out of an animated character, would be much appreciated.