Recent projects into the finishing phase, before the project has done a lot of optimization, mesh merge, reduce drawcall and model bones and physical computing, combined material ball, optimization code and so on, on iOS fortunately, but on Android, tried several mobile phones, from the low to the high end, found that performance is still poor, So it took a few days to explore and finally put the game performance. Record it and leave it for future reference.
1. The compressed format for updating opaque maps is etc 4bit, because there are many GPUs in the Android Market, each with a different compression format, but they are all compatible with the ETC format,
2. For transparent mapping, we can only select Rgba 16bit or Rgba 32bit.
3. Reducing FPS, the vsync Count parameter in projectsetting-> quality will affect your fps,everyvblank equivalent to Fps=60,everysecondvblank = 30;
Neither of these situations matches the FPS of the game, we need to manually adjust the FPS, first turn off the vertical sync function, and then manually set the FPS in the code's Awake method (application.targetframerate =)
Reduce the benefits of FPS:
1) Save power, reduce phone fever,
2) can stabilize the game fps, reduce the situation of lag.
4. When we set FPS, we then adjust the fixed timestep parameter, which is in projectsetting->time to reduce the number of physical calculations to improve game performance.
5. Use the update lateupdate fixedupdate sparingly, which can also improve performance and conserve power. Multi-use events (not SendMessage, using your own writing, or event delegates in C #).
6. When standby, adjust the game's FPS to 1, saving power.