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I have created a mobile 3D game and now I am running it on an iOS device. It works well and runs at about about 25 fps. But after a while, about 2-3 minutes, it drops to 15 - 18 frames per second.

My triangle counts and batches are not very high.

Render statistics

I turned vsync off and set Application.targetFrameRate = 1; and only put one monster in my main scene. It keeps dropping frame rate and the energy impact is still getting very high.

Render statistics 2

Profiler

Energy impact

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  • \$\begingroup\$ Does it drop further the longer your game is running? In that case you have a memory leak. But your main usage seems to be the editor loop and should not there in case it is already a standalone build \$\endgroup\$
    – Zibelas
    May 12 at 7:16
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    \$\begingroup\$ English spell checking software is freely available. Please use it so we don't have to do so much cleanup on your posts. \$\endgroup\$
    – DMGregory
    May 12 at 11:44
  • \$\begingroup\$ Profiling on a computer usually is not a great way to determine what's causing performance issues on mobile. Functions that take less than 1ms on a decent computer might take several milliseconds on mobile. Your CPU usage looks somewhat high (46%), and it sounds like lowering the framerate isn't fixing the issue, so your problem is likely with your C# code. \$\endgroup\$
    – Kevin
    May 12 at 23:33
  • \$\begingroup\$ @Zibelas yes It is likely to be a memory leak, and the memory usage increased by 2g after one minute \$\endgroup\$ May 13 at 0:42
  • \$\begingroup\$ @Kevin Even if I disable all the canvases and scripts, the problem still persists. Could this be an asset issue? \$\endgroup\$ May 13 at 1:53

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