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Our build is running really slow (like 3 frames per sec) but it runs absolutely fine in the Editor. We're running Unity 2.61 Free. It runs just as slow regardless of the resolution or any of the settings prior to running. Any ideas why this would happen and how we can fix it/diagnose it?
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First thing I would check is the output log file (in the same place as the editor log on mac, or in the build's data folder on windows). If you have problems that only the standalone is experiencing, most likely they'll show up there, and the logging itself will slow you down to a crawl That seems to be the route of some of the problems but we also noticed that when we tried to organise stuff in the Assets folder, then built, it slowed down a lot. We built it before the organisation and it worked just fine.
Jul 14 '10 at 02:14 PM
Graeme
Is it possible that some of them got moved in a way which broke the asset links or resource paths, throwing more errors?
Jul 14 '10 at 02:19 PM
Mike 3
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depends what the platform is, if it's iPhone then obviously your computer has far greater power than the device.
I've got the same problem -- my game runs great in the editor (40-100 fps), 3 fps when I publish a web build and run it locally. Windows 7 PC, Unity Pro 3.3. (Interestingly, the web build runs fine on a Mac.)
Hmm, interesting -- I just used fraps to show the actual frame rate and my web player actually runs at 60 fps for a few seconds, then tanks. I suspect the process gets less memory than in the editor, and that the Mono garbage collector is killing it. More investigation required ...
Despite interesting cyclical memory usage patterns (I printed System.GC.GetTotalMemory to the screen as a GUI label), it turns out the problem was exceptions being generated from attempting to access the local file system, which doesn't work in a web build. I knew this wouldn't work, but didn't realize it would cripple performance in the process.