As the title says, my builded android game is extremely laggy, I tried everything from like 10 posts and forums.
I Set the quality to lowest, builded with IL2CPP, made occlusion culling and the game is sting extremely laggy (would say 5fps) its a (50mb game with almost no models) and the worst thing is the delay, i move my finger across the phone and the camera rotates almost like 0.5 sec later the same with joystick etc. I tried using profiler but i dont understand it. But the game in editor works fine and when using unity remote the game works better than in build??! Please someone help me
Maybe this and this guide can help you get started with profiling and optimizing for mobile games?
Remote just streams the screen content to your phone but runs the game on your PC/Mac. So in both of those Instances, you are running the game on waaaaaay more powerful hardware than what your phone has, so this is to be expected.
Phones also have completely different performance characteristics, like a different way to render frames, a constraint power budget that gets split between GPU, CPU, networking, disk access, screen, etc. Bug differences in perform between Desktop and mobile platforms are therefore often down to the amount of work thrown at it, in particularly in the direction of the GPU.
So the Frames Debugger and maybe Android Studio/Arm Mobile Studio’s GPU profiler might eventually be interesting to look at, but put that thought down for later for now. First off, check
- what materials and shaders you are using,
- how many draw calls you are issuing,
- If there is a lot of transparency going on
- etc
And read through those guides. Try disabling some parts of the scene or game and see if that improves things. If it does, that should help you narrow down what needs further investigation.
I know this post is pretty old.
But I had the same problem for months I believe, I digged around among youtube videos, press this- and that setting, Go to Adapted Performance bl.a bl.a… no result regarding MY problem.
And then I stumbled upon some info about “void FixedUpdate()”
In short, my character no longer looks like it flies up and down in 15 fps, but rather 60 fps. It was also the ONLY solution right now.
Be careful though, it think you are messing with the battery now, I believe my phone got… hotter, not sure.
Here is what you do:
Project Settings → Time-> Fixed TimeStep 0.01667. This is my current value now.
I havent experimented with the other options cuz I know very little.
Hope this helps. Good luck!