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Question by fishZombie · Apr 27, 2014 at 11:40 AM · mobileperformanceperformance optimizationipadmobileoptimization

Mobile Games, what is too heavy?

Is there a list somewhere of what is too heavy for mobile Games? I understand high-res geometry can bog down even an X-Box, but what is about the standard? Like.... 1 character at 900 poly, or 10 characters at 12,000, or does it matter if they have animation? Like... If I have 100 zombies at 1000 poly, and all have a walk cycle, or all just float around, does it make a big difference? If I have 20 animation states for a character or just 2, is there a noticeable difference? I worked in GameSalad, and if the brain of an enemy was more then just a few lines of code, there would a huge drop in performance, does Unity have the same issues in Mobile apps? I'm hoping for a general Idea, and some examples of what is good for keeping an app running cleanly. something other then "The more stuff you put in, the slower." If you are using the same model (a light pole or fence-post) over an over, that does not move, is that an issue? I'm guessing it make's it faster to load, but slower render. Some help? Some guidance?

-FZ

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avatar image meat5000 ♦ · Apr 27, 2014 at 11:55 AM 0
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https://docs.unity3d.com/Documentation/$$anonymous$$anual/iphone-PracticalGuide.html

avatar image l3fty · Apr 27, 2014 at 03:47 PM 0
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I've found one of the largest performance hits on mobile/low end platforms to be colliders. In one of my games I had a pool of projectiles for the enemies to use, and in order to preserve performance I had to make sure to disable the colliders when they were pooled, and re-enable them when fired.

Also using sphere/capsule/box colliders is cheaper than mesh colliders and can help considerably.

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Answer by Kazhium · Apr 27, 2014 at 01:23 PM

https://docs.unity3d.com/Documentation/Manual/iphone-PracticalGuide.html

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avatar image meat5000 ♦ · Apr 27, 2014 at 04:10 PM 0
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I already posted this two hours before...

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