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MeshColliders count limitation on Android for Coin Game - Perfomance - low fps

Discussion in 'Editor & General Support' started by Xero.Arg, Nov 7, 2014.

  1. Xero.Arg

    Xero.Arg

    Joined:
    Nov 7, 2014
    Posts:
    2
    Hello Everyone,
    My current project has only one scene with a moving platform on which I instantiate coins (Cylinder mesh) then, a wall hits the coins inn order to push the coins to the goal (a coin pusher game basically).
    Things I've done:
    1 - Add Mesh Collider (Cylinder) to the Coins, convex.
    2 - The floor is a box collider
    3 - The pusher wall is also a box collider
    4 - All the Instantiated coins has the same material, texture, scale, rotation and they are combined as soon as they are created.
    5 - Configure Physics for Min Penetration to 0.001 (in order to avoid overlapping) and solver count to 10
    6 - Coin model has 8 faces with no texture (I've removed it to improve perfomance).

    My Android testing device is a Huawei Honor 2
    CPU(Huawei K3V2 Quad-core 1.4 GHz Cortex-A9)
    GPU (Vivante GC4000)

    The current FPS (by Script) count I'm getting with 80 coins is 35 in this device. But After I insert some coins and the collisions begin to generate, the FPS are dropped to 15 then 10, etc...

    After remote profiling the android runtime, I have extreme high Physics.Simulate (70%) and Overhead(10//20%).

    Questions:
    1 - Are these FPS normal for the described HW?
    2 - Are there any way of optimizing the physics approach? Maybe using 6 box colliders for each coin?

    I would really appreciate any help.
    Thanks in advance.
     
  2. Xero.Arg

    Xero.Arg

    Joined:
    Nov 7, 2014
    Posts:
    2
    You are alone, dead community.