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Mobile Optimization

Discussion in 'iOS and tvOS' started by alarm656, Oct 26, 2014.

  1. alarm656

    alarm656

    Joined:
    Jul 6, 2013
    Posts:
    111
    Hi everyone, I'm deeply sorry if this question was mentioned before. I can't understand by reading Unity's documentation. And sorry for being noob))
    I just started to use Cinema 4D for modeling. Especially I'm modeling SCI-FI style corridors, map, levels. I have finished with one. Tested on Unity. just with FPS prefab. everything is ok. except lightmapping. I didn't do it yet. Just started with Modeling second one. I want to know about mobile optimization. My target devices are iOS and Android. What is optimization? Where I have to pay attention? When I modeling? texturing? or in Unity? Thank you very much.
     
  2. VIC20

    VIC20

    Joined:
    Jan 19, 2008
    Posts:
    2,681
    The amount of vertices - try to keep the total amount of vertices of what's shown by the camera below 100k.
    Usually much more important is how heavy calculations in the fragment shaders are because the GPU is most busy with calculating the 3,145,728 pixels of the iPad's screen. Things that usually fills up a large portion of the screen should use a lightweight fragment shader.

    But at the end it is all about finding the right balance of everything. You need to get an intuitive feeling about what's good and bad, you will get that by reading, testing and by writing your own shaders. Testing on the device is most important.

    The internet is full of threads and blogs about iOS optimization and Unity.
     
    Last edited: Oct 26, 2014
    alarm656 likes this.
  3. alarm656

    alarm656

    Joined:
    Jul 6, 2013
    Posts:
    111
    Thank you very much. Searching more info for details what you wrote. Thx again.