
That may not lead to this but just be another symptom, but that might merit further investigation. What I can see is, that in the frames leading up to the spike, the UI category starts getting more expensive. I can't really tell much from the screenshots, as they are lacking some more context. But do you think 2 spikes per minute is too frequent for a simple platformer? So why do you guys think this is happening despite the game being heavily optimized? I read in a post in Unity Answers that Render.OpaqueGeometry spikes are frequent in all games and it's nothing to worry about. And in very rare occasions, the spike can show up 3 times in a single minute (although I don't think that happened the last couple of times I tested it).

Sometimes, several minutes go by without any spikes. However, as you can see in the screenshot above, Render.OpaqueGeometry is taking 5.36 ms of CPU time and the total CPU time has jumped to 24.16 ms.īased on my observations, this spike shows up once or twice per minute. Under normal scenarios (when the performance is smooth), Render.OpaqueGeometry takes between 1 ms and 2 ms of CPU time. However, every now and then, I see a spike in the profiler window (see below):Īccording to the profiler, the spike is being caused by Render.OpaqueGeometry. I believe that for a mobile device, these should be very good numbers. Below is a screenshot of the Rendering profiler when the game is running smoothly. The rendering statistics are also excellent, with draw calls fluctuating between 18 and 25, triangles fluctuating between 1.0k and 2.0k and vertices fluctuating between 2.0k and 3.1k. The CPU time fluctuates between 16 ms and 17 ms. When I test the performance of my game (on my phone) with the profiler, the frame rate stays at 60 fps for the most part. Almost every single one of my meshes are using Mobile/Diffuse shader. I've spent more than a year optimizing the game for mobile as much as I could. So I've been working on a mobile-based platformer for a few years now.
