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Unity PostLateUpdate.FinishFrameRendering using 60-70% CPU on Android

So I am trying to develop a game for Android and I stared profiling it. One thing I noticed is that the PostLateUpdae.FinishFrameRendering is using about 60% of my phone's CPU all the time. I've searched the internet for a fix but couldn't really find any good ones. What I want to achieve is reduce the usage of this particular process since it's the only one left for me to fix. The game looks like this, and it's mostly UI, no physics, all that could use much cpu is the cubes that move on the x axis at all time.ProfilerGameLook

over 4 years ago · Santiago Trujillo
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It's Main render function for URP. You need to optimize your rendering. Try to turn off some things, and see how it affects framerate

  • Postprocess
  • ligts
  • different parts of scene
  • quality settings

Minimize drawcalls Split canvaces Minimize overdraw Dont use postprocess

over 4 years ago · Santiago Trujillo Report
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