Hey I am having some issues finding my performance bottleneck in my Unity Game. I have looked here is a screencap of the profiler :
It looks as if this is just normal rendering but is there something I am doing that is really bogging the perf down ?
You can also open overview panel of profiler where you can get a detailed breakdown.
Here is unity tutorial. https://www.youtube.com/watch?v=sBpXiJ9G3OY
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I have problem on my game after I build it and install on my device it's lagging and has low fps(I tested on different devices and everywhere is the same). I tried unity's built in profiler which shows that everything is fine and always displays 100(or more) fps. So I think profiling game after installation can help me, but I can't find any proper profiler to use and can someone give me any suggestion?
Thanks in advance
Unity's profiler is still a valid tool. You can find the slow parts in your scripts.
The main difference on mobile devices are bad graphic cards.
To have good performance on those cards you need to bring down the polygon count and number of draw calls.
You find those infos in the stats window of the Game tab.
Also mobile shaders and baked lighting helps.
Find more hints in Unity's Mobile Optimization Guide.
Look at Graphy plugin. May be it will be useful in your case.
https://assetstore.unity.com/packages/tools/gui/graphy-ultimate-fps-counter-stats-monitor-debugger-105778
All:
I am just starting study in NativeScript(reason to choose it is because javascript is my preference and plan using Angular2 and seek good performance ).
What I am thinking of doing is an OpenGL demo(like a cubic, with touch ability to rotate), I wonder if anyone knows an example to follow?
Thanks
You can take a look at this link across on GitHub. At this point in time it's just a proof-of-concept plugin with many features not yet implemented.
As far as I'm aware this is as far as anyone has got with 3D/OpenGL stuff on Nativescript.
I'm currently trying to get this (Angular-Nativescript + OpenGL) runnning, too. See: https://github.com/Franziskus1988/nativescript-opengl, but unfortunately it only works when I use native Java for the rendering part (GLSurfaceView.Renderer).
So I ran into the dreaded 'unfortunately....has stopped working' issue where art loads 2 classes and the debugger promptly tanks out - see this
So, in utter desperation, I switched from ART to Dalvik, half dreading a long session with ADB if the tablet got sour about the switch. Seemed to work. Tango works, albeit with a whole new set of head scratchers (flakier about getting XyzIj, flash is running, surface binding working, hell I can see the camera flashes in the surface showing the camera view - and if I try again and again, I do get tango point data :-)
Can I assume all the tango issues are of my own doing and keep using Dalvik, or must I switch back to ART and try to do all of my debugging through logcat ?
The answer to the question in title: Can we use Dalvik with Tango?
You should always use ART instead of Delvik on Tango, Delvik will work but NOT stable on Tango device, it might cause the issue you experienced like depth out-of-sync.
Same problem here,
What helps is switching to Dalvik for debugging non tango-related issues, but this really slows development process down, as all apps have to be optimized for each switch between debugging and testing session.
I have an OpenGL application, which is running very well. But when i create a menu and make it visible to the scene, the startup of the application turns very slow. I would like to run a performance analysis to that function, to check where is Visual Studio spending that much time. Is it possible to get that kind of deep details into performance?
Thanks in advanced,
John
I would recommend using the ANTS Performance Profiler 8 - I know it can zero in to the function/line to show you where the bottleneck is. They do provide a free trial and it is easy to use.
I want to develop a toolbox from scratch just like in Visual Studio. What should I be studying for or focusing on?
It would be helpful if I could get a head start by seeing an example from the ground up.
Thank you.
First off, be aware that you are starting something that has a high learning curve at your level, and will take months to get what you want without guidance.
This is how I started and have been at it for awhile. I am on my third complete rewrite of my toolbox.
With respect to .NET System.Windows.Forms start with IToolboxService and ToolboxService, which will lead you into component oriented architecture and DesignMode with designers. A toolbox just holds the type for a component and it's subclasses, and needs a designer to construct the tool.
There are more incomplete and bad code examples on the Internet that will lead you down the wrong path so take everything not from Microsoft with scepticism.
One of the better examples of a toolbox with source code can be found in Sharp Develop.