Seriously,
i made a simple game with unity 3.1 for the first time. Deployed for iPhone ios 4.0.
Game runs fine, no problem.
Exact same project, deployed for iPad ios 4.2, the game slows to very low frame rate, that you can’t even play the game!!!
I have gone through the forum, and found that you have to build with arm6 instead, and open gl 1.1 and not 2.0.
Done some tweaking with xcode (under define).
I also removed particles from the game, which are essential for the game to do what it’s suppose to do,
frame rate is better , but what the heck !!!
Still the game is slow, it’s not even decent at all !!!
Can someone from Unity comment on this and let us know what to do when building for iPad and if there is a hot fix for unity 3.1.
I have seen some people with almost same issue, but no comment from unity at all, and no response to try and fix this ,
Does this mean, i have to go back to unity3d 1.7 and redo the whole project again , because guess what, taking the project back to unity3d 1.7, does not work!!!
Hope to find an answer, i have been going in circles for days now!
You mix stuff like iPhone, iPad etc here. That makes it near impossible to do more than guessing
Sounds more like its a matter of choosing the right resolution, that you are fillrate limited due to using hd resolution
out of my experience there is not much where iOS 1.7 was faster than iOS 3.x. But you might want to check the application profiling output by enabling it in xcode (its controlled through a define) to see what is hitting you.
also look at the drawcalls. U3 has significantly grown in capability so its possible that you previously had stuff in that was just wrong / bad for mobile but got ignored cause it was not supported but now it is supported and alike.
Also batching has changed considerably. animated models or multipass don’t batch for example
Not sure what exactly you pointing to when you say i mix stuff up.
I am currently working with unity 3.1, created a project and deployed for iPhone os 4.0, things work just fine.
Deployed again to run on iPad 4.2 (under build config, sat things for ipad only, ios 4.2, arm6 and tried arm6,7), horrible results.
The game is unbelievably slow!!!
Today, after removing the particle effects, which are based on the basic shader “particle alpha blended”, the game somehow runs, but frame rate is still not great.
I never had this problem before, when i was using unity 1.7, i create a project , deploy for iPhone 4.0, then for iPad 4.2 and no problem at all, with particle effects and everything.
iPhone 4.0 does not say anything. The OS has only very limited impact on performance, screen size and resolution are of importance.
as moonjump tried to point out its all a matter of resolution.
If you have a mobile unfriendly game (ie lots of alpha / blending) then its just a matter of “will never run at ipad / iphone 4 native resolution / hd resolution” and the solution to the problem is to either not let it run at native resolution (see player settings) or to rework the materials and setup to not overdraw the same pixel multiple times due to alpha / blending
Device with ios4.0 is 3GS,
Target resolution for both is set to device default.
My game has one scene with about 5 on screen 3d models that use specular defuse textures, each of size 64x64
5 GUI element,
When the 3D model is touched it emits one shot particle with min set to 10 and max set to 15, particles use alpha blended shader!
That’s it, now with what magic settings should I go with that will allow a decent frame rate?
This has never been a problem before, and I am thinking seriously to recreate the whole project in unity 1.7 and forget all about 3.1.
Can you post a screenshot of what you’re doing?
Can you post some internal profiler data?
In my experience, Unity 3 runs as expected on iPad/retina. Often slower than on 480x320 screens, but most things can usually be optimized.
I’m not sure going back to 1.7 will solve anything.