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Author Topic: Lag when activating game object  (Read 5382 times)

escpodgames

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Re: Lag when activating game object
« Reply #15 on: July 21, 2014, 08:35:18 PM »
Is this Unity Gui text that slows the game down "GUI Text" OR "3D text" OR Both?? my current game is using a TON!!!! of 3D Text, would be great to get a performance boost by changing it.

DennisJensen

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Re: Lag when activating game object
« Reply #16 on: July 22, 2014, 12:48:55 AM »
I think both, I switched to 2d toolkit for the gui text using a textmesh component they have. It works a lot better. I read that the GUI text takes up drawcalls and is expensive.

You can either switch it off and test the game, or check the profiler while the games runs. Thats how we found out.

A node:
If you are using a lot of transparency in your image files that may cause lag as well. I'm looking into it right now. But check out this link:

http://gamedev.stackexchange.com/questions/25929/ios-opengl-transparency-performance-issue

Cheers
Game Designer, CEO, Artist
http://2ndStudio.com

jeanfabre

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Re: Lag when activating game object
« Reply #17 on: July 22, 2014, 01:50:49 AM »
Hi,

 yes, fonts should not be lite, so unlit shaders ( and pick ones optimized for mobiles) will work better.
 
Bye,

 Jean