How to profile Unity FPS bottlenecks in standalone builds?
#1
I'm an indie game developer working on a first-person project in Unity, and I've hit a major wall with FPS optimization; my game runs smoothly in the editor but chugs along at sub-30 fps in standalone builds, especially in complex scenes. I've done the basics like reducing draw calls with static batching and using LODs, but I suspect my issues are deeper, possibly related to real-time lighting, inefficient scripts, or texture streaming. For developers who have tackled serious performance tuning, what's your systematic approach to profiling and fixing FPS bottlenecks in a built project? Which profiler metrics should I prioritize after CPU and GPU usage, and what are the most common but overlooked culprits for frame drops in Unity, like camera settings, physics calculations, or UI rendering, that I might be missing?
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