This is a weird one, I've put together a simple game which works perfectly on desktop, but when I test it on a mobile platform using the wifi debugger I find that the game lags massively under the start and end conditions.
During the game performance is fine, I can get 55 fps on Crosswalk, but during the start and fail conditions I get 6-12 fps!
The game is physics based but at no point does the physics engine demand more than 2% of cpu time.
Checking the profiler shows that drawing calls increase during the start and end conditions - on mobile platforms they take up 93% of CPU time, but essentially theres only one animated sprite on screen & 7 tiled background distributed through 7 layers, I'm scrolling these infinitely so they're pretty tiny.
Can anyone spot anything in my event sheet that might be causing the system to make lots of draw calls? The games so simple I have no idea what I could have done wrong!
It lags on startup when its loading the assets which I kind of expect but as soon as the timer throwball completes the fps shoot up
Then as soon as the fail conditions are met the fps fall off a cliff