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Question by Mark Henderson · Sep 23, 2014 at 04:12 AM · androidprofiler

Android build gets frequent dropped frames, "overhead" more than 30% of total

So I put my fairly simple game onto android today, and saw that it went from a few hundred fps on my computer down to 10-30 fps on my phone, with frequent short freezes.

When I attached the profiler, the first huge area I see is the "Overhead" category. In the pictured capture below, it's taking 290 milliseconds, but even the average of 10-15 ms is far too much.

alt text

I've read in a few places that overhead is caused by profiling, but if I ignore the overhead there aren't frequent enough spikes or other expenses to explain the framerate problems.

NGUI occasionally spikes (that's the spike a bit to the left of the captured frame), and I occasionally see Animation.Update spiking (which is odd since I only have a couple dozen sprite sheet animations, and it spikes on "FK & StateMachine" up to around 75 ms).

Also in the pictured frame, that "SpaceObstacles.Update" call is 19 ms just to reactivate one fairly simple gameobject. In other frames, the exact same object being reactivated takes less than 1 ms.

Does anyone have advice on what I can do about this? If I could get rid of that overhead category, I would be at a solid 50-60 fps, which is plenty for the game I'm making.

capture.png (101.7 kB)
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avatar image BeardOfFury · Oct 29, 2014 at 12:30 PM 0
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Did you ever figure this out? We're having issues with F$$anonymous$$ & Statemachine as well

avatar image Mark Henderson · Oct 29, 2014 at 05:59 PM 0
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Never found anything. I optimized the game as much as I could and just accepted that I'd be dropped frames.

Unless I see Unity claim to fix this in a release, the next twitch mobile game I make will not be in Unity.

avatar image Itaros · Oct 29, 2014 at 07:12 PM 0
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Under Overhead category falls all mono internal processes(except GC) and especially unity<->mono marshalling. Are you sure there are no exceptions, errors and log writes associated with android environment? $$anonymous$$y overhead doesn't go more than 5ms if there are no errors and log output.

avatar image Mark Henderson · Oct 29, 2014 at 08:56 PM 0
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There is nothing in adb logcat from my game during gameplay. I assume errors would show in the log.

avatar image bleepbloop · Dec 26, 2014 at 07:26 AM 0
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Well, did any of you figure out this? I'm fucking lost on this. I'm gonna try and make sure i get no errors whatsoever before i comment again.

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