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- QUEST SYSTEM PRO WITH REALISTIC FPS PREFAB HOW TO
- QUEST SYSTEM PRO WITH REALISTIC FPS PREFAB UPDATE
- QUEST SYSTEM PRO WITH REALISTIC FPS PREFAB FOR ANDROID
- QUEST SYSTEM PRO WITH REALISTIC FPS PREFAB ANDROID
- QUEST SYSTEM PRO WITH REALISTIC FPS PREFAB CODE
I think I remember reading that you get to have one, or maybe two depending on how much the rest of the code is running. It looks like you have maybe eight UI elements, all most likely using alphas (transparency) at least a couple are from the look of it. Mobile units have a very hard time processing the equilaterals. basically its the cubed skybox instead of the equilateral sky box.
QUEST SYSTEM PRO WITH REALISTIC FPS PREFAB HOW TO
You'll have to look up how to make a skybox for mobile. everything must be baked and use vertex light.
![quest system pro with realistic fps prefab quest system pro with realistic fps prefab](https://developerfreaks.com/unity/R/realistic-fps-prefab-7739/realistic-fps-prefab-7739-002-scaled.jpg)
clear those bad boys out if you haven't already. are they all on one canvas? Text mesh or alpha shader? Also, absolutely no skyboxes. (Those Exynos GPUs are just not up to the task) Not sure of how your your UI elements are structured. , in general you get one or maybe two alpha shader calls on mobile. Also looks like lots of alpha blenders going on there. (You have to add those two numbers together I think to get your total.) I had to bring mine down from 80 to 25 to get anything near 60 fps on mobile. (I am currently fighting this one in my own levels ) you also have 23 setpass calls. Is your batching working correctly? you have 42 batches and only one working static batch. Heres some reading specific for mobile VR, but the info is pertinent for general mobile apps as well.
QUEST SYSTEM PRO WITH REALISTIC FPS PREFAB ANDROID
the auto batching is almost too much for the android CPU's Not sure why, but I had to complete get rid of it and go with a mesh baker and convert my level architecture over to mega objects so there were only like six object (six draw calls) in the entire level and then structure the level so that fulstrom culling was the only thing working on the cameras. Not sure if I mentioned this yet but the occlusion culling for unity plays very poorly with android devices. Lots of folks have gotten this running on mobile, so it can be done, I run it on mobile VR which has 1/2 the requirements since you have to render everything twice you'll just have to figure out your bottle necks.
QUEST SYSTEM PRO WITH REALISTIC FPS PREFAB UPDATE
I'm also guessing a lot of those UI calls may being updated in the "update" routine? If so you have to pull them out, put some in fixed update and convert as many as you can over to coroutines.Īnyway, some more to chew on for ya. Whats your target device? (have you tested on your device yet? They usually run MUCH different then the editor on a real computer) for an s7 I think unity recommends a script execution time of 1-5 ms. The main cpu thread also looks way to slow at 16 ms. (I think sphere and capsule colliders are the fastest.) and you do know that you cannot have one mesh collider at all, on anything. How fast is your script execution? How fast is your physics? All colliders have to be converted to primitives. Whats your profiler saying? Have you deep profiled using the frame debugger? There is lots of good info there once you learn how to use it. Anyway, heres some stuff to check to get you started.Ĭlick to expand.Hummmmm. If i remember right you have to change it from 0.3333 to 0.01666 but you should look that up to make sure. Unitys "static batching" never got me very far. How are your levels designed? Lots of polies and verts? Have you used a "combine child mesh" type script? on all your level items. (most have three emitters per effect and you only get to have one) Just out of the box, they were running something like 12% of CPU and like 18 draw calls. Change all those particles over to mobile and you have to delete many of them. You also have to tweak the effects animations. If enabled on both, it won't run on android due to performance. which eats preformence) Only set MSAA ro 2x and only on the main camera. (and remember you have it enable it on TWO cameras in in the prefab. How aggressive is your occulusion culling? Android machines don't seem to handle occlusion culling that well. Whats your draw call count? I am finding you get to about 50 instead of the 100 that Unity says is possible. I just upgraded to 2018 and am not that impressed with performance.
QUEST SYSTEM PRO WITH REALISTIC FPS PREFAB FOR ANDROID
5.6 was a fairly stable build for android development. So lets start with what version of Unity you a re on.
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I could write a book on how to optimize the RFPS for android.