I had a quick look at your project, indeed polycount and draw calls are low. But what makes your game slow on mobile is the use of post effects on your main camera (bloom, bokeh, vignette).
Mobile devices aren’t good at doing multi pass rendering, hence those post effects slow them down a lot. Try disabling them on mobile and keep them only available for high end devices. And even better make them an option that the user can switch on/off.
yeah, i know that effects like bloom are very heavy
but i dont have problems few days ago on low mobile (all these effects were turned on)
I don’t understand what is connected with such a sharp drop in fps in game over a few days from 30-50 fps to 6. last days i only added content (new levels) and physics layers support
as I think, the problem appeared after adding layers on the physics, as if the triggers began to iterate once again with the mesh collider. On mesh collider used this script masking PlayCanvas 3D HTML5 Game Engine
1 - new
2 - old