Hi there,
I ran into some performance issues in my current unity windows phone project. I hope this is the right place for this post.
When I run the App on a device it started to warm up very qucikly. It didn’t crash but it was getting uncomfortably hot.
I checked the profiler (Debugging in Visual Studio 2013 ) and I saw a big overhead but not more details.
So I ran a performance test in VS2013 and it showed me a constant CPU Usage of ~80%.
The function doing the most individual work was the DatagramSocketServer::GetOutputStreamAsync which is called by [UnityPlayer::__IMulticastSocketContextPublicNonVirtuals]::OnSocketMessageReceived.
It seems to me the performance issue is an unity internal problem or what could be the cause?
Here are amore details, I also attached the report of the session:
Unity Pro 4.6.0f3
VS Build Settings
Target OS Windows Phone 8.0
Release
ARM
Device
Lumia 925
Windows Phone 8.0
1906700–122979–JohanniterEinsatzApp_2015_01_03_18_22_05.rar (781 Bytes)