Asteroid Avoider lagging issue

Hi,

I built the game for Android devices and wanted to test on my old Samsung Note 4 phone. It was very lagging. When I ran the game with profiler on MacBook, it did not pass 30 FPS. The CPU is mostly busy with rendering.

I know the phone is pretty outdated; however, I previously built a similar but a more complex mobile game (with more features). The game was running pretty smoothly. The only difference I can observe is that, the game I previously worked on was using standard shaders. Not shaders from Universal Render Pipeline. Therefore, I believe the lagging is caused by the URP.

Do you have any suggestions on how to improve performance on this game?

Thank you.

Hi brsdncr,

I actually havent tested this on my phone (Samsung Galaxy S7) but i noticed no real issue in the editor.
I wonder if its worth making the project without the URP and see if the performance improves for you in the editor and on the build in the phone to confirm that its the URP causing the issue.

I cant think of anything we did in the project that would cause this.

Let me know how you get on and i will test my build on my Samsung and see if i experience the same issue.

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Dont use post processing, try pre render textures on your model in 3d editor and use mobile shaders, dont use more than 1 light per scene, use static batching if objects are static.

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Removing post processing has definitely helped! I will try other applicable suggestions as soon as possible.

Thank you.

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