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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​

  1. 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.
  2. Max pixel ratio — 1 to 1.5 is plenty on phones (Project settings). Higher values draw many more pixels for little visible gain.
  3. Materials — Matte (fast) and Unlit are cheapest; use Realistic only where it shows.
  4. Antialias — leave it off for low-end phones.
  5. Particles — lower Max particles per effect and for the whole project; use fewer, bigger particles.
  6. Models — low-poly models and small textures (1024 px or less). Reusing the same model many times is cheap.
  7. Fog — hides far-away things and lets you keep worlds small.
  8. 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 avoid game.select() inside update() for many objects every frame — keep references.