Mobile Optimization
GPU Architecture
Mobile GPUs use tile-based rendering (TBDR). Key implications:
- Overdraw is expensive — minimize transparent layers
- Alpha-tested geometry is costly (breaks early-Z)
- Keep fragment shader complexity low
- Avoid full-screen post-processing when possible
Performance Budgets
| Metric | Low-End | Mid-Range | High-End | |--------|---------|-----------|----------| | Draw calls | < 50 | < 100 | < 200 | | Triangles | < 50k | < 100k | < 200k | | Frame time | 33ms (30fps) | 16.6ms (60fps) | 16.6ms | | Texture memory | < 100MB | < 150MB | < 256MB | | Total memory | < 300MB | < 500MB | < 800MB | | Build size | < 100MB | < 200MB | < 500MB |
Texture Compression
- ASTC — use on both iOS and Android (best quality/size ratio)
- Max sizes: 512 for UI elements, 1024 for props, 2048 for hero characters
- Enable mipmaps for 3D objects, disable for UI sprites
- Use texture atlases to reduce draw calls
Draw Call Reduction
- SRP Batcher — enabled by default in URP, ensure shader compatibility
- GPU Instancing — for repeated objects (trees, rocks, enemies)
- Static Batching — for non-moving environment
- Texture Atlasing — combine sprite sheets
- Material sharing — same material = same batch
Shader Complexity
- Limit math operations per fragment
- Avoid dependent texture reads
- Use
halfprecision where possible (color, UV, normals) - No real-time shadows on low-end (baked only)
- Avoid post-processing stack on low-end (or use simpler alternatives)
Thermal Throttling
// Adaptive Performance package
using UnityEngine.AdaptivePerformance;
private void Update()
{
IAdaptivePerformance ap = Holder.Instance;
if (ap != null && ap.ThermalStatus.ThermalMetrics.WarningLevel > WarningLevel.NoWarning)
{
// Reduce quality: lower resolution, reduce particles, cap framerate
QualitySettings.resolutionScalingFixedDPIFactor = 0.75f;
}
}
- Target 30fps for casual games (saves battery)
- Offer 60fps as opt-in option
- Reduce GPU load when battery < 20%
- Monitor thermal state and downscale dynamically
Touch Input
// Input System touch
[SerializeField] private float _swipeThreshold = 50f;
// Minimum tap target: 44x44 points (Apple HIG)
// Minimum tap target: 48x48 dp (Material Design)
- Tap: primary touch press+release < 0.3s
- Swipe: delta > threshold in one direction
- Pinch: two-finger distance change
- Long press: hold > 0.5s
- Drag: press + move
Safe Area
private void ApplySafeArea()
{
Rect safeArea = Screen.safeArea;
Vector2 anchorMin = safeArea.position;
Vector2 anchorMax = safeArea.position + safeArea.size;
anchorMin.x /= Screen.width;
anchorMin.y /= Screen.height;
anchorMax.x /= Screen.width;
anchorMax.y /= Screen.height;
RectTransform rect = GetComponent<RectTransform>();
rect.anchorMin = anchorMin;
rect.anchorMax = anchorMax;
}
Apply to the root UI panel to respect notches and rounded corners.
Audio Compression
| Type | Format | Quality | Load Type | |------|--------|---------|-----------| | Music | Vorbis | 40-60% | Streaming | | SFX (short) | ADPCM | — | Decompress On Load | | SFX (long) | Vorbis | 70% | Compressed In Memory | | UI clicks | PCM | — | Decompress On Load |
Build Size
- Strip unused code (IL2CPP stripping: High)
- Compress textures aggressively
- Use Addressables for optional/DLC content
- Remove unused packages from manifest
- Target < 100MB for initial download (App Store recommendation)