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Full Version: Mobile Unity 2D FPS drops during scene transitions; batch, pool, GC, URP tweaks
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I'm developing a mobile puzzle game in Unity and I'm hitting major performance issues on older devices, specifically with frame rate drops during scene transitions and when multiple particle effects are active. I've used the profiler and identified high draw calls and garbage collection spikes as culprits, but I'm struggling to implement effective solutions. For other developers who have optimized for mobile, what are your most effective techniques for batching draw calls in a 2D project with lots of UI elements and sprites? How do you manage object pooling for particles and audio sources to minimize GC, and are there specific settings in the Universal Render Pipeline or quality settings you always adjust for a balanced look and performance? I'm also unsure about optimizing script execution order.