Hi. I am test to do a really simple app, is an endless runner 2d very simple, the most of time is 60fps but sometimes has fps drops and I want to know if is a Unity problem or app problem. I try to disable all features, but continue having performance issues.
The problem is Semaphore.WaitForSignal, and the isn’t GPU.
CPU PROFILER:
GPU PROFILER:
I tried to disable background, fields, disable destroy the gameobjects, and always have drops, and look the gameplay…
Someone can explain me how to fix the fps drops please.
Ok, is Unity problem, I create a new project with only camera and put only these lines scripts:
And have fps drops to 30 frames:
Why this Unity version is bugged?
I tried the app in Redmi Note 3 Pro, Redmi Note 7, Nothing Phone and Samsung Galaxy A53
I tried to create a new project in Unity 2020.3.44f1 and same happens, and I try to enable VSYNC to 1 and the drops happens by VSYNC:
So, Unity can’t be used to develop Android apps or a setting is fucking performance with empty scene
I found the solution here:
Hello, I am making an android game using Universal Render Pipeline. In my scene, I have around 10 sprites visible, but for some reason it takes the gpu 80ms to finish rendering.
98% of the time is used in Render Transparents, 54% in SpriteRender.RenderMultiple. This same scene runs at 1000fps when I build for windows. I know nothing about profiling so I am not sure what is causing the issue. The phone I am using is a samsung e7 plus, gpu adreno 610. unity v2020.1.2f1. Thanks in advance.
edit…
Thanks Treecrotch.
Go to Project Settings->Player->Resolution and Presentation and disable “optimize frame pacing”, Unity please disable this setting by default
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