Performance tips
Your players may have much cheaper phones than yours. Check the fps counter in Play mode: 60 is smooth, under 30 feels slow.
Biggest wins first
- Shadows — the most expensive thing to draw. Keep one shadow-casting light (the sun); turn Casts shadows off on lamps and on small objects; or turn all Shadows off in Project settings.
- Max pixel ratio —
1to1.5is plenty on phones (Project settings). Higher values draw many more pixels for little visible gain. - Materials — Matte (fast) and Unlit are cheapest; use Realistic only where it shows.
- Antialias — leave it off for low-end phones.
- Particles — lower Max particles per effect and for the whole project; use fewer, bigger particles.
- Models — low-poly models and small textures (1024 px or less). Reusing the same model many times is cheap.
- Fog — hides far-away things and lets you keep worlds small.
- Remove what’s gone — use Destroy when far on bullets and spawned objects, and destroy things behind the player in runners.
Physics
- Use static bodies for everything that never moves.
- Prefer Box / Sphere / Capsule colliders over Exact mesh for moving objects.
- Don’t leave hundreds of dynamic objects piled up — destroy old ones.
Events and scripts
- Prefer triggers (⚡) and Every X seconds over checking every frame when you can.
- Pick objects with conditions instead of looping over everything.
- In scripts, multiply by
dt, and avoidgame.select()insideupdate()for many objects every frame — keep references.