playMaker

Author Topic: [SOLVED]Optimization on android.  (Read 3744 times)

bloodymin

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[SOLVED]Optimization on android.
« on: May 15, 2013, 11:06:09 AM »
Now, i'm polishing my games.
So, I profiled my game FPS on Unity pro profile.   
Tested Device was Galaxy S2, 
My target FPS 30.

Here is weird stuff with profile result
Playmaker FSM.Update() takes 60%
And there are StackTraceUtility stuff.   What is these stuffs related on?

Recently I  take out all of destroy item stuff, now i'm using pool for my games.

And I took out all of find object command. 

Are there another stuff should I pay attention for android optimization?
« Last Edit: May 15, 2013, 01:31:19 PM by bloodymin »

jeanfabre

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Re: Optimization on android.
« Reply #1 on: May 15, 2013, 11:24:21 AM »
Hi,

 from what I can see in the screen shot, you have some warning on expensive physics set up. I am not how it relates to playmaker, but for sure this should be addressed too.

read the following, basically, moving a collider without a physic component is expensive.

http://forum.unity3d.com/threads/159434-What-exactly-is-considered-quot-moving-static-colliders-quot

That's easily fixed, try after that and see how perfs improves.

bye,

 Jean

bloodymin

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Re: Optimization on android.
« Reply #2 on: May 15, 2013, 01:30:50 PM »
Thank you Jean...
I got a incredible performance improvement Thx.

Actually I remake art resource almost 3 times, because i thought art resource size could be matter. but truth is it wasn't .....

again Thank you Jean..

jeanfabre

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Re: [SOLVED]Optimization on android.
« Reply #3 on: May 15, 2013, 01:39:28 PM »
Hi,

 Good, I am glad it helped out! PlayMaker is very rarely the cause of performance hit in itself, only in very precise and already advanced ussage of Unity, where really everything else is spot on, which means fighting for the last few excess of ms...

bye,

 Jean