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Performance testing measures how your game behaves under different conditions. You test frame rate, memory usage, and load times on target devices.
The Unity Editor runs faster than actual builds. What works in Editor may lag on phone.
| In Editor | On Real Device |
|---|---|
| Uses PC power | Uses phone CPU/GPU |
| No battery limit | Battery drains |
| No heating | Phone may overheat |
| Fast storage | Slower storage |
Note: Always test on the low-end device you support.
Set your target based on game type. Example:
Establish your baseline. What to do:
If empty scene runs at 25 FPS on phone - problem with base settings (too high resolution, shadows, post-processing).
Find your game's limit.
Example:
Right-click on script in Inspector - Spawn100 / Spawn500.
Some problems appear after minutes of play.
Signs of problems:
If FPS drops over time - memory leak or objects not being destroyed.
Check memory in Profiler: Take snapshot at start, another after 10 minutes. Compare.
| Result | Problem | Fix |
|---|---|---|
| FPS drops with many enemies | Too many active objects | Use object pooling, reduce enemies |
| FPS drops with explosions | Too many particles | Reduce particle count/lifetime |
| FPS drops over time | Memory leak | Check for unsubscribed events |
| Low FPS on low-end device | Graphics too heavy | Lower texture size, disable shadows |