Optimizing for Unity iPhone 1 5
summary
Unity iPhone 1.5 adds an internal profiler (enable via app controller define) that dumps millisecond timings every 30 frames so budgets are clear: 16 ms for 60 FPS, 33 ms for 30 FPS. Garbage collection runs only on allocation and can be invoked at controlled moments; preallocating buffers reduces spikes. Rendering uses dynamic batching for small meshes (rough cutoff ~300 vertices) and editor-time static batching (mark objects Static; shared mesh + dynamic index buffer). Skinning moves to the VFP coprocessor with fast paths (up to 3.5M verts/s); share materials and atlases to cut draw calls.
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chapters (15)
- 0:00Unity iPhone optimizations intro
- 1:24Focus on gameplay before optimization
- 3:13Unity iPhone profiler
- 5:27CPU and frame time metrics
- 7:14Profiler module breakdown
- 9:26Sequential CPU execution
- 12:00Garbage collection optimizations
- 18:10Physics optimization
- 23:33Batching: dynamic vs static
- 32:31Batching rules
- 40:29Batching examples: Touch KO
- 44:26Skinning optimization
- 48:00VFP for skinning
- 50:54Profiling bottlenecks
- 55:03Q&A








