So im getting some frame drops… The framerate kinda stays at 40fps or so and its really annoying.
I have no idea why, Could someone tell what is going on by the statistics??
So im getting some frame drops… The framerate kinda stays at 40fps or so and its really annoying.
I have no idea why, Could someone tell what is going on by the statistics??
Haven’t heard of drooping fps before…!
The profiler pic you posted shows that it should be performing fine. (although why aren’t we seeing the CPU graph?).
Also, why 129 draw calls? It’s not that many in general, but with a scene that simple, it’s a bit weird.
Actually the scene isnt that small and it has light and all, but still it isnt that big either.
Edit: Something that I did discover is that most of the rendering time are transparent textures.
It’s just classic overdraw by the looks of it. Your fill rate is hammered. Use unity’s sprite system to wrap the meshes for each wall as tightly as possible with triangles instead of using quads, this will save a lot of fill. If they’re not atlased, they should be. Seems to me you’re in forward as well, and the lights are set to per pixel, so this would redraw quite a bit if the shader calculates light.
I don’t see where 19ms are going in the profiler shot either.
Soooo how do I do that? Sorry I really have no idea what you are talking about
Any tutorial or somthing?