Low Framerate after exporting

+1 vote
asked Mar 22, 2016 by info@lukasduerrbeck.de (17 points)
edited May 17, 2016 by ijonathanharper@gmail.com
Very low Framerate after exporting the application from Unity:

I have a problem with exporting my Zspace-Unity project. Everything is running fine in the Unity game window. But if I export the app the framerate feels like 1fps at the most. I am using Unity 5.3.4f1 (64-bit) with zCore-4.0.0. Any ideas why this could be the case? Thanks in advance, Lukas
commented Apr 12, 2016 by killer_mech (163 points)
does your application has any skinned mesh renderer animations? I am also facing the same problem and I was able to point this till the skinned mesh renderer in my project. Whenever i turned off the renderer fps was normal but when SMR is on then the fps fell to 2-3. If this is the same case then I would also like solution if anyone found out about it.
commented Apr 26, 2016 by dtwilleagerinfinitez-com (275 points)
You should also verify that the correct rendering API is being used.  To do this, go to player settings and turn off Automatic Graphics API for Windows.  Then, use the + and - buttons to make sure OpenGLCore is the only API in the list.
commented Apr 26, 2016 by info@lukasduerrbeck.de (17 points)
moved Apr 26, 2016 by info@lukasduerrbeck.de
Thanks for your help so far, sadly none of your solutions worked. Removing all skinned Meshrenderer made no difference (and I even checked via script if there were any left) and changing the graphics API to OpenGLCore resulted in a pink screen (only the halos are rendered corrrectly, and the framerate seems to be right). With OpenGL2 everything is rendered correctly, but with 1-2 fps. So either I will fix the pink screen OpenGlCore problem or the slow framerate problem. Any tips for solving one of the problem? :) Thanks in advance!
commented Apr 28, 2016 by killer_mech (163 points)
edited Apr 28, 2016 by killer_mech
 Are you sure that the OpenGLCore is the API we have to use? Because i read in the documentation that it was supposed to be OpenGL2 and  I have changed and checked with all the API's and only openGL2 seems to be correct while on openglcore the texture goes missing.

@ info@lukasduerrbeck.de:
For me i have tested with other animated meshes with SMR and it gives the same problem with them also. My machine is zspace200. Also one thing I have noticed is the lag is after the SMR gameobject gets active and starts rendering on screen it slows down while in the scene with no SMR it works smoothly.  Do move your SMR game object in another scene activate it after sometime and check because I also want to know weather it is SMR or not. Keep only that object in scene and check. In my second test I kept the animated SMR object in scene and started rendering after sometime. It lagged as soon as it started rendering. If you have solution with OpenGLCore the do share it but I dont think opengglcore API is used in Zspace
commented Apr 28, 2016 by dtwilleagerinfinitez-com (275 points)
You are correct, it should be OpenGL2.  I copied the wrong one.