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It has recently occurred to me that only a fraction of developers on here have managed to make games full time and generating good...
I noticed that when dynamic objects have Light Probe turned on, there will be no dynamic batching anymore.
Is that the expected behavior?
I've been wondering this. Different shaders have different performance impact. But what about when the scene is all statically baked?...
Also I really think Unity should provide a best-practice or recommendation/solution for mobile developers. There doesn't seem to be any clear...
Thanks. Do you know if the Mobile-Diffuse would be significantly faster than Legacy-Diffuse? And same with Mobile VertexLit vs Legacy VertexLit?
Thanks for the answer. Could you please also comment on my other question:
- Will using Legacy Diffuse be better than the Standard Shader?
Do they work properly?
Very interesting discussion! Lets play a little game. Don't look up this game yet. Watch the trailer of our game and take a guess at how many...
Android 2.3.5 seems to get these new errors starting in Unity5.3
java.lang.Error: FATAL EXCEPTION [UnityMain]
Unity version : 5.3.0f1
Yes for ours, Android is 25MB bigger, and iOS is 70MB bigger.
I'll get you the fingerprint in my next post.
What does "upscale" mean?
Thank you. That makes sense.
May I please ask, regarding iOS the Standard Shader is not optimized yet, like the Android in 5.3 correct?
There are some players who like to reverse engineer the game. When it comes to IL2CPP they can do it with tools like IDA to easily find human...
I think I saw that message on Asus ZenPad. I also notice ios build doesn't have the "auto(best performance)" option anymore in 5.3. So we are...
When I drop resolution I get messages like these:
"Hardware resolution scaling not supported, falling back to software scaling (blit)."
For certain scenes in out game s4 and s5 will consistently crash on load. This never happened before 5.3.
I filed a bug #746181 with all the details.
Thank you I have a few more questions I hope you can help with.
1.) So hacking the fast path version of the Std Shader will still not be as fast...