Pals, we’ve a extremely huge drawback.
We simply launched our sport, and in contrast to the Android model, we’re getting suggestions that the sport overheats excessively on iOS.
The core logic is similar, however the issue solely happens on iOS.
Right here’s the present display constructed with Xcode. As you possibly can see, the battery affect is marked as very excessive.
The surprising factor is… even when we construct a brand new empty undertaking, the battery affect nonetheless reveals as very excessive on iOS…
We’re presently utilizing Cocos Creator model 3.8.1, and our growth machine is a Mac Mini M2.
We want recommendation on this problem.
To summarize:
1. Why does the overheating happen on iOS however not on Android?
2. What ought to we modify to scale back the overheating?
→ In fact, we’ve used picture batching and picture compression, so we don’t suppose that’s the problem.
We’re actually in a troublesome spot proper now. Assist us, buddies!
I hope this translation helps! In case you want any extra help, be happy to ask.
The distinction between iOS and Android is that, iOS doesn’t help JIT. I’m not certain if it’s the major drawback.
Did you examined with launch mode?
Did you disable metallic validation?
I believe it’s higher you could profile it first to search out the bottle neck.
Is it the 3D model or 2D model of Cocos? I’m on the point of launch a box2D sport with the 2D engine (just a few options culled) and never noticing any warmth up in prolonged play exams.
Hi there All,
We’re additionally dealing with the identical problem utilizing cocos creator 3.8.3 in our 2D sport the place the battery consumption in iOS is simply too excessive on account of excessive CPU utilization even when the sport is idle. We aren’t utilizing any physics as nicely.
We now have checked disabling metallic validation and in launch mode however not a lot distinction in them.
Any assist could be appreciated.