Having released Hamster Chase for iOS and Android already, I figured getting it deployed to my Windows Phone would be a breeze...but it wasn't.
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Upgrading the project to Unity 4
[/color]The first step was to make a branch of Hamster Chase for Unity 4. Right away I got a number of new compiler warnings; mostly about the GameObject.active setter being deprecated for GameObject.SetActive(). After fixing and re-testing all of the related code, I found another issue: in Unity 3.x, I would set certain objects to be "static" (motionless) objects at runtime when they wouldn't move, and then unset the static flag before they were to move again. I thought this would provide an optimization in rendering, and possibly with the physics too. In unity 4.5 at least, it would seem that once an object is static, it is always static and would never move again. I fixed this by simply never setting the static flag in the first place.
Those were the only two issues I dealt with during the upgrade process. With all the compiler warnings and static behavior fixed, I was ready to change the platform to Windows Phone 8.
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Fun With Frameworks
[/color]After changing the platform, I attempted to build the project. Right away, I got errors related to my Prime31 Android & iOS plugins. Prime31 is an organization that develops plugins which enable developers to implement social network check-ins, ads and in-app purchases. It's a shame they also don't include a 'Monetization for dummies' manual with those plug-ins, but I digress. I wish I had retained the exact error messages for others to find on Google, but alas, I didn't think of it at the time. I ultimately fixed the errors by deleting all of the Prime31 plug-ins, and changing my side of the code to only look for them in the iOS and Android platforms.
My next build attempt gave me these more memorable error messages:
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[background=rgb(254,254,254)]Error: 'WriteAllBytes' is not a member of 'System.IO.File'[/background]
[/font][/color] - [color=rgb(17,17,17)][font=Helvetica]
[background=rgb(254,254,254)]Error: type `System.Xml.XmlDocument` doesn't exist in target framework.[/background]
[/font][/color] - Error: `System.Security.Cryptography.MD5CryptoServiceProvider` doesn't exist in target framework
There are three ways you can deal with these:- In Unity, go to File => Build Settings => Player Settings. In your Inspector window, expand Other Settings, and change your API Compatibility Level to .NET 2.0. [color=#ff0000](Note: I had already fixed System.IO and my MD5CryptoServiceProvider compatibility issues before trying this, but I think it should work)[/color]
- Find an existing implementation that you can copy into your project.
- Write your own code to replace the functions provided by those frameworks.
- In Unity, go to File => Build Settings => Player Settings. In your Inspector window, expand Other Settings, and change your API Compatibility Level to .NET 2.0. [color=#ff0000](Note: I had already fixed System.IO and my MD5CryptoServiceProvider compatibility issues before trying this, but I think it should work)[/color]
I opted to do 3 to keep the binary size at a minimum; of course that took a fair bit of time to do.

I hope you are able to fix your slowing issue. Looking forward to hear the cause.