As of right now, my game runs, but i want to make sure it will still run fast even if there is a lot going on.
In other words, do any of you know some tricks or tips on what kinds of things will slow your game down on the iphone?
What kinds of things tend to take more prepossessing power than others? Things like:
textures, texture resolutions
models, number of polygons in your level
the amount of code used
grabbing variables from other scripts (often every frame for me)
any particular functions
sounds and audio
or anything else you can think of that could make a game run faster.
There are any number of things that could potentially slow your game down, so it is a bit difficult to try to list them all.
Can you describe basically what type of game it is and what happens in the scene? What exactly will be taking place when there is “a lot going on”?
I found reading the ‘iPhone Optimisation Guide’ in the manual to be very helpful. It was actually one of the first things I read… ![]()
What he said. Check out occlusion culling too.
Where abouts is that?
These are the only two manuals I know about and it’s not in them:
We’re talking about the documentation on your hard drive that is installed with Unity iPhone. I don’t know if it’s online or not.
file:///Applications/Unity%20iPhone/Unity%20iPhone.app/Contents/Documentation/Documentation/Manual/iphone-GettingStarted.html
EDIT: here if you’re using Unity 3 beta.
file:///Applications/Unity/Unity.app/Contents/Documentation/Documentation/Manual/iphone-GettingStarted.html
I thought the web ones were all there was… I better seriously do some reading! Geez I’m a dummy some times ![]()
Eh, when you install Unity, it brings up that ‘Welcome to Unity’ thing, and like most people, first thing I do is click the ‘go away and never come back’ button… I’ve never read that panel, but it might be in there ![]()
I always knew that if I went to a “Help” type menu in the product that I’d get something, but I figured it was the same as those online manuals. Never realised there was something iPhone specific in Unity iPhone.
I should have had more faith in UT than that ![]()