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Author Topic: Unity game performance on android  (Read 2230 times)

coxy17

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Unity game performance on android
« on: June 10, 2016, 09:56:40 AM »
Hi

I having been working on a game for a while now and as ive got so far have got the following screenshot which shows my game statistics so far. Ive heard that Unity pro has features to help with reducing draw calls etc. But i just wanted to know a few pointer on where i can improve the statistics as i'm aware that a range from 20-40 draw calls is good for old mobile and new ones go upwards of 80. But i cant seem to find any more useful information.

Is it good practice to combine materials from different objects into one atlas?

Anyway i know im being vague as you would need to see my setup but im just after pointers (android/ios) and what has worked for others to see if ive already done it.

Nick


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Re: Unity game performance on android
« Reply #1 on: June 10, 2016, 10:21:47 AM »
Hello,

Yes combine Materials and Textures as atlas where possible.
Avoid using Realtime lightning, use baked instead + light probes maybe.
Watch your mesh complexity, perhaps use LODS if needed.
Occlusion Culling.
Object pooling.

Thats from my experience with 3d on mobile, could be more …

coxy17

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Re: Unity game performance on android
« Reply #2 on: June 10, 2016, 04:11:29 PM »
ok, so its easier to combine textures in Unity itself or to do this before importing it into unity? e.g. if i have 2 characters in my game and i put them onto one material before importing into unity.

Thanks for the other tips, very useful.

Nick

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Re: Unity game performance on android
« Reply #3 on: June 10, 2016, 04:46:46 PM »
Depends or your details also, but I prepare texture atlas outside the Unity, for example all items in one texture, then you can use separate materials for each item, but target the same texture (object UV maps are prepared accordingly). If its a plain colour also reuse it, no need to make same colour material many times.