Set a mobile game performance budget before the scene fills up.
Practical frame, memory, and asset limits that expose performance issues early.
Start with the lower target device
Choose a device representing minimum support, then set frame rate, memory, load time, and download size targets. Do not use the development machine as the benchmark.
Divide the budget
Allocate frame time across rendering, logic, physics, interface, and audio, with headroom for peak conditions. Connect asset limits to an automated build check.
Test a representative scene early
The test should include expected characters, effects, interface, and audio. Record slow frames, not only the average.