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Performance issue on iPhone 5

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Hi guys, I'm getting some weird performance issues on iPhone 5 - the game lags when the user taps the screen to change direction. It doesn't happen on iPhone 6/iPod 6g/iPhone 4. Tried to experiment with disabling sounds, changing fixed timestep, but nothing helps. Here's my Update code which seems to be a problem: void Update () { if (Input.GetButtonDown ("Fire1")) { if(started) { gameController.IncScore (); if (nextLos == 0) { index += ballDir; if (index == TrackPath.currentPath.angles.Length) index = 0; else if (index == -1) index = TrackPath.currentPath.angles.Length - 1; ballDir *= -1; dir = Quaternion.Euler (0, 0, 180) * dir; } else { index += ballDir; if (index == TrackPath.currentPath.angles.Length) index = 0; if (index == -1) index = TrackPath.currentPath.angles.Length - 1; dir = Quaternion.Euler(0, 0, TrackPath.currentPath.angles[index] * ballDir) * dir; pathNo += ballDir; if (pathNo == -1) pathNo = TrackPath.currentPath.angles.Length - 1; else if (pathNo == TrackPath.currentPath.angles.Length) pathNo = 0; } } else { started=true; gameController.tapToStart.GetComponent ().StartCoroutine ("SimplePopDown"); if (nextLos == 0) { ballDir = -1; index = 1; dir = TrackPath.currentPath.startDir2; } else { ballDir = 1; dir = TrackPath.currentPath.startDir1; } } if (pathNo == 2) tpJumpsCount++; else { keyCountdown--; if (keyCountdown == 0) { gameController.SpawnKey (); keyCountdown = keyDelay; } } nextLos = next2Los; next2Los = Random.Range (0, 4); if (v < 7f) v += .2f; player.velocity = dir*v; } } void IncScore() is just `score++; ScoreView.text=score+"";` What's interesting, the longer the game is running, the smoother it gets - after couple minutes running it's perfect. It also seems to run a little better on iPhone 5 with ios 9 - lags on tap are not that often - but still happens. On ihone 5 with ios 8 - the lag happens almost each time you hit a screen. Can you see anything suspicious? Or you had similar problem with iPhone 5?

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