Hello! My name is washa and this is my first post here :)
I'm animator and new to coding, so I don't know what kind of extra information I have to share to get some help.
I'm currently developing a small game for web and android devices. The project is quite simply, there's only one character on the screen and you can touch it around.
Inside Unity's editor the game is running super smoothly and fine. But once I put on mobile, the game gets very slow, almost looks like it's in slow-motion. I tried turning off the physics and setting the texture size to a very small size and still having the same low performance
Here are the character's statistics on AP:
Thanks in advance!
much love, washa
Thank you for writing the first post on our forum.
As you attached Statistics values and profiling screenshots, we checked them and checked out the sixth demo with the level of complexity most similar to your work.
AnyPortrait's sixth demo (Main Screen scene) also has a similar number of meshes and vertices as yours, and the number of bones is rather high, but our tests show quite good performance on Android and Web.
So as we looked at the differences in your work, we found Clipped Meshes a bit more than our demo.
Clipped Mesh uses Unity's RenderTexture feature, which can be very slow on some devices.
In particular, if you use a lot of Clipping Masks, a lot of RenderTextures will be created, which can increase DrawCall and render overhead.
We recommend turning off some clipping or reducing the size of the RenderTexure in the Clipping Mask.
Please refer to the page below to reduce the size of the Clipping Mask.
( https://www.rainyrizzle.com/apam-shader-eng )
You said that for optimization, you turned off the Physics feature or reduced the size of the texture.
Turning off some modifiers, including physics, is a good choice, but in this case, it doesn't seem to work very well.
Reducing the size of the texture will not have significant effects on the latest mobile devices.
Instead, the "number of textures" is rather important.
Compared to desktops, mobile devices can be significantly degraded by DrawCall.
If you use multiple textures, DrawCall can increase a lot.
We recommend you check this out too.
( https://www.rainyrizzle.com/apam-drawcall-eng )
The current profiler results show that the problem is greater in the CPU area than in the GPU area.
If you are using too many "Control Parameters" or "Modifiers" this may be slow for this reason.
We also recommend that you check out this section.
Performance problems can be caused by multiple causes simultaneously.
Continue the performance test with the above.
And please let us know if there are improvements or any other suspicious cause!
We will continue to help you.