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1
Question by Surface_ketch · Feb 06, 2017 at 08:19 AM · movementrenderingwindows store applags

Movement jitter every few seconds

Hi, i have problem with 2d game for windows phone.

For example i created new project with simple script and one sprite. I tested it on lumia 535. Game still lags hard. Movement jitter every few seconds. When i test the game on PC(windows 10) that problem is not available. what's the problem and how to fix that?

Project(google drive): https://goo.gl/hjEkhU

Scripts: ScreenGame

     static public float width;
     static public float widthLeftPointX;
     static public float widthRightPointX;
 
     void Awake()
     {
      
         float height = 2.0f * Camera.main.orthographicSize;
         width = height * Camera.main.aspect;
 
         widthLeftPointX = width * -0.5f;
         widthRightPointX = width * 0.5f;
     }



Main:

 public GameObject sourcePrefab;
     public GameObject[] prefabCopies;
     private float[] widthPrefab;
     private Transform[] prefabTransform;
     private float maxX;
     private int numberLastPrefab;
     private int numberPrefabs;
 
 
     void Start()
     {
 
         prefabCopies = new GameObject[30];
        
         for (int i = 0; i < prefabCopies.Length; i++)
         {
             prefabCopies[i] = (GameObject)Instantiate(sourcePrefab);
             prefabCopies[i].SetActive(false);
             prefabCopies[i].transform.position = new Vector3(ScreenGame.widthLeftPointX, 0, 0);
         }
 
         widthPrefab = new float[prefabCopies.Length];
         prefabTransform = new Transform[prefabCopies.Length];
         maxX = 0;
         numberLastPrefab = 0;
 
         for (int i = 0; i < prefabCopies.Length; i++)
         {
             widthPrefab[i] = prefabCopies[i].GetComponent<SpriteRenderer>().bounds.size.x;
             prefabTransform[i] = prefabCopies[i].transform;
         }
     }
 
   
     void Update()
     {
 
         maxX = widthPrefab[numberLastPrefab] + prefabTransform[numberLastPrefab].position.x;
 
         if (maxX < ScreenGame.widthRightPointX)
         {
             AddNew();
         }
 
         for (int i = 0; i < prefabCopies.Length; i++)
         {
             if (prefabCopies[i].activeInHierarchy)
             {
                 prefabTransform[i].Translate(Vector3.left * 3 * Time.deltaTime, Space.World);
 
                 if (prefabTransform[i].position.x < ScreenGame.widthLeftPointX - widthPrefab[i])
                 {
                     prefabCopies[i].SetActive(false);
                 }
             }
         }
     }
 
     void AddNew()
     {
         for (int i = 0; i < prefabCopies.Length; i++)
         {
             if (!prefabCopies[i].activeInHierarchy)
             {
                 float newPositionFloorX = prefabTransform[numberLastPrefab].position.x + widthPrefab[numberLastPrefab] + 1;
                 prefabTransform[i].position = new Vector3(newPositionFloorX, 0, 0);
                 prefabCopies[i].SetActive(true);
                 numberLastPrefab = i;
                 break;
             }
         }
     }


Profiler: alt text

alt text

Project(google drive): https://goo.gl/hjEkhU

2017-02-05-7.png (200.8 kB)
2017-02-05.png (324.4 kB)
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