Unity 4.6.8p2 io9 choppy

I started testing my game on iOS9 devices, ipads and iphones, noticed on ipads bad fps reduced and choppy game play, glitching etc. anyone else having issues, I hope the next patch adds some updates for iOs9?

Yes. Performance is almost twice as bad with these last two builds. It’s ridiculous. I can have my fairly simple scene paused and it goes in a three way spike. Something is terrible with this build. If I roll back to 4.6.7 is doesn’t spike and runs almost twice as efficiently.

It’s very frustrating with iOS 9 out. I’m hopeful I can get away with releasing with 4.6.7 because making something a battery drain for no reason isn’t cool with me.

EDIT: For clarity sake, I’m taking about the performance charts in XCode. I know the performance of my game like the back of my hand. These latest two builds flat out stink.

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There’s a “non-proper” p3 build that fixes some iOS9 issues, did you try that?

Yes this is the one I’m on, because I had the build error in p2 from IL2CPP

Are you using any kind of post process?

I found that performance on those dropped a lot (bug possibly?). Otherwise performance seems very roughly on par for me.

I’m not using any post processes.

It actually sounds like the same issue infecting the latest 5.2 build:

I say that because it’s plain as day, at least with my project, that whatever is happening, is happening in a rhythmic pattern. Which seems to be the same issue with the person in that thread.

It could be related to these changes and fix has some effect.

  • (718387), (720698) - iOS: Fixed system dynamic font support on iOS 9 where only the first font could be read from certain font collections and font substitutes, as identified by the OS, were not handled.
  • (none) - Shaders: Fixed support for “framebuffer fetch” (mostly iOS) functionality on OpenGL ES 3.0 and Metal.

I just wish Unity can confirm if any issues exist, totally lost hope in Unity QA - poor performance testing.

Hmm. Knock on wood. I may have gotten things under control. I’ve only done a single test, but it seems like my performance is back in line with the rest of the builds now.

I upgraded to 4.6.8p3 and also updated any plugin that could possibly have been an issue: Playmaker (I’m a noob who needed some help in the beginning. My next project will be mostly/all C# scripts), TouchScript (which seems to have gotten a major performance update of late), and Energy Bar Toolkit. Which of those 4 made the difference? I’d not even hazard to guess. But assuming it’s back under control, I’m happy one of the 4 fixed the issue.

Strike that. I went and rolled back to an earlier version.

And with the patch that was scheduled for Friday going MIA, I think I’m just going to submit using SDK 8.4. Assuming the final tests go as planned.

Don’t have a whole lot of faith submissions are ever going to go smoothly with 4.6 and XCode 7/IOS 9. Although if the new Unity patch comes out tomorrow, I’ll give it one last shot.

Hey Paul33993, any updates or wins on this?