So I finally updated from 4.0.0 to 4.1.2 last night. I had delayed doing this in fear it would cause some unexpected problems since everything in 4.0.0 seemed to be running just fine.
Sure enough as soon as I get into 4.1.2 I decide to do a test build onto my phone. My frame rate dropped to about 33% of what it used to be if I had to guess. The game play was EXTREMELY choppy it just looked horrible and was quite unplayable.
So I decide to do a quick check of all the build settings, quality settings, check to see if the occlusion culling was still working etc…
Could not find any solutions that worked after trying a few things.
Reverted back to 4.0.07f and I did a build on the same project folder I used in 4.1.2 and the Android Performance skyrocketed right back up to where it should be!
I am not sure what could be causing this, but after reading through the forums it seems the newer versions of Unity 4 are really buggy?
Has anyone else encountered this issue? If you are having trouble getting your game to run smooth for Android perhaps you should try using a older version to see if it fixes this?
I am using a Samsung Galaxy Nexus with Android version 4.2.2
I am not doing anything in my game that I believe would be negatively impacted by upgrading to a newer version of Unity?
Would really like some info on this because it does seem like the new version has some bug fixes I need! But that won’t be an option if my performance just drops so severely like this
we too have experienced a significant decrease in performance from 4.0.1, particularly noticeable on older android and iOS devices. Even on one of our relatively simple games. We also have seen that in 4.1.2, there are occasional rendering artifacts where some meshes will “explode” and shoot polys all over the screen.
We have not checked on 4.1.3 yet. Looking at the latest release notes, the following items seem optimistic… but…
Android: Fixed rendering issues on Nexus4 + Android os 4.2.2 when “Use 32bits Display Buffer” is checked, due to Compositor using Default FBO alpha.
( except we don’t have use 32bits on)
Mobile: Fixed skinning performance regression.
( we weren’t skinning anything so it doesn’t seem like this would be it)
iOS: Fixed performance regression with static batching.
( great, except that we see massive performance decline in android as well )
So, i’m not exactly optimistic 4.1.3 is going to solve the problem.
no, but based on measured comparison of our in dev game comparing 4.0.1, 4.1.2, and 4.1.3, in most cases performance was back to 4.0.1 speeds on 4.1.3 almost across the board. We still have a weird mesh “exploding” graphical glitch happening on some meshes in 4.1.x that wasn’t in 4.0.1 however, which i posted in a different thread.
I’m on Unity 4.1.3 and I’m getting mesh explosions, meshes missing, and meshes moved to other locations on my older HTC Inspire 4G, but it does not happen on my Kindle Fire.
Anybody @ Unity listening in? it seems like we’re not getting a lot of attention on these really quite major issues lately. does anybody here have the ear of somebody at Unity? these are almost dealbreaker level problems I would say. 4.0.1 is probably the most trouble free (at least for android) version still.