Optimize Performance
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Mobile devices have tighter resource constraints than desktop or web. Understanding the mobile scene limits and how to preview them helps you ship a scene that runs smoothly for the widest audience.
Mobile Scene Limits
The table below shows the limits enforced when running on mobile. Reaching a soft limit triggers a warning in the performance panel; reaching a hard limit blocks the scene from loading.
| Metric | Soft Limit | Hard Limit |
|---|---|---|
| Triangles | 1,000,000 | 1,200,000 |
| Entities | 4,800 | 6,000 |
| Meshes (bodies) | 2,400 | 3,000 |
| Geometries | 1,000 | 2,000 |
| Materials | 400 | 500 |
| Textures | 400 | 500 |
| Colliders | 1,200 | 1,500 |
| Content size | 120 MB | 150 MB |
| External content | 40 MB | 50 MB |
| Memory (process RSS) | 1,638 MB | 2,048 MB |
| Draw calls | 1,000 | 2,000 |
| Performance (higher is better) | 90% | 85% |
Preview Mobile Performance
You can check your scene’s mobile performance directly from Creator Hub without deploying to a physical device.
- Open your scene in Creator Hub.
- Select Preview > Show QR Code for Mobile
- Open the Scene Limits Preview from the top right icon in your phone (monitor with statistics in red).

Keep Performance above 90% on High Graphics
The Performance value is a percentage of the FPS budget set by the active graphic profile. A score of 100% means the scene is hitting the full FPS target.
Always test on a mid-spec device like the Samsung Galaxy A54 and aim for a Performance score above 90% on the High graphic profile. This ensures a smooth experience for the majority of mobile players. See Hardware Requirements for reference devices.
You can change the graphic profile from In-Game Menu → Settings → Graphics → set Dynamic Graphics to Off → switch Profiles.