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Thanks @Olmi . Actually I started from scratch and cloned one of the shaders, that did the trick.
I wrote a customer shader whose purpose is to change the color of a gray button to some predefined color (this way I am saving some memory)....
Great, thanks for the update @victorw !
Same here, got the error on iOS build after upgrading from 2018.4.0f1 to 2018.4.3f1.
For now, I have disabled Unity cloud build and cloud...
Thank you for your response.
As the title says - I'm talking about textures referenced by materials. So from your answer I...
@martonekler, It has almost been a month since your last message. Any update on this issue?
Using Unity batch mode with -executeMethod stopped working after upgrading Unity from 2018.2.5f1 to 2018.3.4f1.
- No changes were made to the...
If you are building a target (Android/iOS/Standalone/etc...), UnityEditor is not included. You should surround the usage of UnityEditor by #if...
This is a rather old thread, but still very interesting. Is there a more "clean" way to locate the entry point for the relevant methods rather...
I'm optimizing the memory consumption of my application.
One of the optimization methods is creating a Sprite Atlas (Unity native) for...
Same here, 2018.2.20f1
iOS12.1 is out. I suggest all who have memory issues to upgrade and retry. Please report back with the results...
Solved it, description:
Since I only need the references to the sprites and not the textures themselves, I am loading the sprites from the asset...
One more thing; For one of the atlases, I need to use GetSprites(). To do that, the atlas must be set as ReadWrite enabled.
1. If GetSprites() is...
Great! unchecking Read/Write saved me quite a lot of MBs :)
Thanks a lot for your help. I will disabled Read/Write, re-run the profiler on an Android device and update with the results here.
1. Why would I want to have a sprite atlas both in GPU and CPU memory?
2. Disabling Read/Write means it will be only in GPU memory?
Thanks for the replay! mipmaps are disabled.
Here are my sprite atlas settings:
I'm in the process of optimizing my application memory consumption.
In the process, I'm using Unity profiler while connecting to an Android...
Glad to find out I'm not the only one suffering from this mechanism.
I have created a project to reproduce the problem I'm currently facing....