IPhone Optimization Tips
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For example in Javascript: | For example in Javascript: | ||
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+ | <code> | ||
+ | |||
var myScriptRef : MyScriptName; | var myScriptRef : MyScriptName; | ||
var anotherScriptRef : AnotherScriptName; | var anotherScriptRef : AnotherScriptName; | ||
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Debug.Log("ScriptName::Awake() playerGO - Player is not found! Key function NOT possible!"); | Debug.Log("ScriptName::Awake() playerGO - Player is not found! Key function NOT possible!"); | ||
} | } | ||
− | </ | + | </code> |
* Limit FixedUpdate function complexity, perform most of your game processing in Update or LateUpdate | * Limit FixedUpdate function complexity, perform most of your game processing in Update or LateUpdate |
Revision as of 17:28, 8 November 2010
- Ragdolls make the game significantly slower. Give the player the option to use ragdolls or not.
- Skinned Mesh Renderer:
- Set Quality to 1 Bone
- Uncheck Skin Normals
- Set iPhone Script Call Optimization to “Fast but no Exceptions”. Naturally, set it to “Slow and Safe” during debug.
- Don’t play new compressed music at the middle of the game, it freezes the game for a short duration. Play it at scene initialization instead.
- Remove most (or all) lights from your scene. Use baked lighting instead.
- In Project Settings > Time: Set Maximum Allowed Timestep to 0.1 bringing the game’s framerate to at least a guaranteed 10 fps minimum, assuming your bottleneck is coming from the physics. Use the profiler to find out where your bottleneck is.
- Keep drawcalls under 20 if at all possible
Scripting tips:
- Avoid SendMessage() calls, create a script/class variable to hold a reference to the specific scripts you want to call, and use a standard method call. Method calls are ~100x faster than SendMessage()!
- Avoid Find or GetComponent type calls during normal runtime if at all possible, use script variables to hold references.
- initialize script variables in Awake()
For example in Javascript:
var myScriptRef : MyScriptName; var anotherScriptRef : AnotherScriptName; var playerGO : GameObject;
function Awake() {
myScriptRef = FindObjectOfType(MyScriptName);// returns the first active instance of MyScriptName script in the scene/level if(myScriptRef == null)
Debug.Log("ScriptName::Awake() myScriptRef - MyScriptName is not found! Key function NOT possible!");
var gameObjectFind : GameObject = GameObject.Find("MyGameObject"); if(gameObjectFind == null)
Debug.Log("ScriptName::Awake() gameObjectFind - MyGameObject is not found! Key function NOT possible!");
else {
anotherScriptRef = gameObjectFind.GetComponent(AnotherScriptName);
}
playerGO = GameObject.FindWithTag("Player"); // finds my player object using the GameObject.tag field if(playerGO == null)
Debug.Log("ScriptName::Awake() playerGO - Player is not found! Key function NOT possible!"); }
- Limit FixedUpdate function complexity, perform most of your game processing in Update or LateUpdate
- process player input (touches, accelometer, etc...) in Update
- use timed and framerate function calling to reduce heavy processing every frame. For example, instead of processing an entire array of gameObjects every frame, create a coroutine, and call it on a frame schedule.
- Ensure complex coroutines aren't called multiple times in a single frame
In Javascript:
var fixedFrameProcessingRate : int = 10; // we'll use every 10 frames private var currentFrame : int = 0; private var frameImCurrentlyProcessing : int = 0;
function Update() {
// let's call DoComplexProcessing based on the setting fixedFrameProcessingRate if(Time.frameCount >= currentFrame) { DoComplexProcessing(); currentFrame = Time.frameCount + fixedFrameProcessingRate; } // this method will only execute once during a given frame DoMeOnlyOncePerFrame();
}
function DoComplexProcessing() {
// do something complex here
}
function DoMeOnlyOncePerFrame() {
if(frameImCurrentlyProcessing == Time.frameCount) return; else { frameImCurrentlyProcessing = Time.frameCount; // do something complex here }
}