Hi, We are developping a mobile guide for a museum and we have to hide the home and back button of a customized Galaxy S2. So we can't use hardware standby because we will not able to resume the device. The application is always ON and we are looking some way to reduce CPU usage, we already do some optimisation like decrease scrren brightness and we reduce the framerate to 1 FPS when the device is not used for 20 seconds. Any idea on how reduce CPU usage a bit more with Unity for Android ? Thanks Jérôme
Are you processing/loading anything even when the phone runs a 1fps? If the application needs to run non-stop maybe it's because you have to always refresh something in the background. But maybe that can be easily stopped if the user hasn't done anything for a while and just resumed when he's back to looking at his phone. You might want to give us a bit more of information Good luck anyway. Jean-Julien edit: subscribed to this post ;p
Some audio can be play when in standby mode (low brightness), there are no loading, on the screen there is just some GUI (with NGUI). We just wait that the user touch the screen for resume the application. But reducing the framerate to 1 FPS doesnt seem to save battery a lot ... Maybe the mainloop of Unity is not affected by the targetFrameRate parameter ?
I can say for sure that changing the framerate of my game is clearly having an effect on the battery. Maybe there's a better way for your audio playing? Uncompressed in the binay and uncompressing while playing might do a big difference on battery.
For that, you need this: http://feedback.unity3d.com/suggestions/better-support-for-guionly-appl http://feedback.unity3d.com/suggestions/realtime-input-framerate-indepe