Performance
Best practices for smooth rendering and responsive input on Board hardware.
Frame Rate
Unity defaults to 30fps on Android. Board’s display runs at 60Hz, so without adjusting this setting your game renders at half the display’s refresh rate, causing visible lag — especially for fast-moving objects like game Pieces.
Set the target frame rate early in your game:
void Awake()
{
Application.targetFrameRate = 60;
}
Place this in a manager script that loads with your first scene (e.g., a GameManager or startup initializer).
Note: Setting
targetFrameRateto -1 removes the cap entirely, but on Board hardware 60fps matches the display refresh rate and is the recommended target.
Low-latency rendering
Board tracks physical Pieces at near-pixel resolution, so the delay between a Piece moving and the screen updating is felt directly, especially when a player drags or rotates a Piece. A few Unity Player Settings reduce how many frames the engine holds before a rendered frame reaches the display. Set these in Project Settings > Player > Android > Other Settings:
- Graphics API: put Vulkan first in the Graphics APIs list. It has a shorter present path than OpenGL ES on Board’s GPU.
- Optimized Frame Pacing: off. Unity’s frame pacer buffers an extra frame to smooth pacing, which adds latency. With a fixed 60fps target on a 60Hz display you do not need it.
- Vulkan > Number of swapchain buffers: 2. Three buffers let the engine run up to two frames ahead of the display; two keeps the freshest frame on screen. Only lower this if your game holds a steady 60fps (see Frame Rate), since a GPU-limited game can stutter with two.
- Vulkan > Acquire swapchain image late as possible: on. Defers acquiring the frame buffer until the engine is ready to draw, removing one more scheduling gap.
In Project Settings > Quality, set V Sync Count to Every V Blank so rendering stays locked to the 60Hz display.
These settings cost nothing to adopt and help most for direct-manipulation gameplay, where a Piece on screen should track the physical Piece as closely as possible.
Thermal and heavy scenes
Board is passively cooled, so a GPU-intensive scene will heat up over a long session and start dropping frames. If your game is heavy, budget for that throttled state: keep 60fps reachable with headroom rather than running right at the limit. For scenes that cannot, Unity’s Adaptive Performance package scales back non-essential quality (post-processing, shadow resolution, particle counts) as the device warms, so input and core gameplay stay responsive.
See Also
- Touch Input - Input smoothing and persistence settings
- Hardware - Display and processing specifications