I have been reading around and i can see that there are several ways to profile a game. Ive just been doing it using the default unity editor. It turns out that some issues i thought needed sorting actually only appear in the unity profiler and wont be an issue natively on the device. So im stuck now to know which of the following is the best solution for accurate testing for android phone. I thought that by switching to Android int he unity editor would infact make accurate profiling without the need to connect a device. I assumed wrong.
I feel that there is not much data about on this and feel lost on the subject.
Profiling with a cable, just running in the editor.(without using build and run)
Remote profiling via WIFI in the unity editor (using build and run)
ADB profiling Logcat (ive heard that there is limited data when using this?)
I’m after testing for garbage collection mainly and CPU spikes.
Accurate performance data you will only get on the target device.´
Switching the editor to the Andorid Plattform does just some basic graphics standard emulation, nowhere near what is actually running on the device and not really helpful to profile Performance issues.
so am i right in saying that ADB profiling is the only way to get accurate data? if so then i can link this up to the unity profiler to read the data?
All im trying to understand is that is the Unity profiler no good for real testing even with remote profiling via wifi? as it would be nice to have an interface gui for the profiling (as unity offers it) rather than manually reading log text files.
ADB profiling does give you a very limited amount of data, connecting the unity Profiler to the device is the option where you get the most data ( same accuracy as the ADB profiling).
Connecting the unity Profiler to the remote device is the way to go.