Hello and thanks for your attention.
I'm now at a point in my project where I need to make some decisions regarding which way to procede technically. To do so I would like to see what kind of impact my current implementations have via the iPhone Unity internal profiler. I have it turned on now in Xcode but it's output is a little bit confusing. Here is what I'm seeing:
iPhone Unity internal profiler stats:
cpu-player- min: 14.9 max: 102.2 avg: 42.3
cpu-ogles-drv- min: 2.0 max: 18.5 avg: 5.0
cpu-present- min: 1.1 max: 12.0 avg: 2.5
frametime- min: 35.1 max: 126.8 avg: 57.1
draw-call #- min: 17 max: 17 avg: 17 | batched: 16
tris #- min: 7559 max: 7559 avg: 7559 | batched: 3848
verts #- min: 3925 max: 3925 avg: 3925 | batched: 1936
player-detail- physx: 12.6 animation: 0.0 culling 1.4 skinning: 0.0 batching: 1.9
render: 17.3 fixed-update-count: 1 … 7
mono-scripts- update: 2.2 fixedUpdate: 2.6 coroutines: 1.8
mono-memory- used heap: 253952 allocated heap: 266240 max number of collections: 1 collection total duration: 16.6
Simple descriptions of the different values with reasonable targets (if targets can be defined for a top down 2D type of game) would be very helpful
On top of that what I need to know is which GO's in my game are slow or unreasonable. I don't see how to connect the data with things happening in game other than just watching and hoping to see unreasonable spikes in realtime, with my eyes. :) There has to be a better way. :)
Thanks, --Goody!