I'm making maps for my game. I designed forest for map by using many tree, stone.. Images (insert image into unity scene and arrange it). My game runs well on Android but can not run on iOS (ip4s). It met memory problem. I want to ask everyone:
If i design the forest in photoshop instead of unity, is that way better than my current way?
Thanks all
It depends on what you are trying to do.
But anyway, there is a common way to solve memory usage related problems. Fire up the Profiler!
http://docs.unity3d.com/Manual/Profiler.html
There you can see what is eating your precious memory. So you can try and decide if it's best to make them combined in one image or keep them as separate images. Maybe you would also see the memory problem could be related to other assets you use.
You need to look at Instruments in XCode. Also you can use the Profiler that comes with Unity. Another way you can save memory is by reducing the graphics strain on the screen. You need to see your draw calls and verts, and tris under stats. Keep draw calls under 50-60. And keep verts and tris down. Look at the graphics benchmarks for Graphics on OpenGL, iPhone 4S is an older device and depending on your android may be substantially slower. iPhone 4S has 512MB of RAM I think. This should be enough to handle a pretty big memory load. Check out your OnGUI() objects and calls. You want to mitigate those as much as possible. Also try and use culling to your advantage! Also if you are using Fog or camera filters they take a substantial load as well too. Stay away from Literal Types, too if you can.
Also use Vertex Lit for rendering path vs forward rendering path. Use auto best performance for resolution, too. This will make everything go at 0.75 resolution instead of full retina 960x640 or whatever it is for 4S. You can also in Xcode tweak the resolution, depending on the size of your controls you could make it 0.6
under DeviceSettings.mm in your XCode Project:
case deviceiPhone4S: resMult = 0.6f; break;
or in your MonoDevelop UnityScript (depending on orientation):
Screen.SetResolution (Screen.width * 0.6f, Screen.height * 0.6f, true);
Related
Currently, I’m trying to create a game in swift’s SpriteKit, and I’m trying to give it a smoother framerate than it has currently. Right now, whenever I, say, press a button, the framerate suddenly jumps to a much lower value, causing the player sprite (whose movement is based on a value multiplied by a deltaTime value) to suddenly jump forward. Is there any way to smooth the framerate such that the changes in framerate aren’t so sudden and drastic?
Code running in the simulator isn't a good test of the graphics performance of a Sprite-Kit (or Scene Kit) application.
This is because SK will, in order to perform certain graphics effects, utilise calls to the specific graphics hardware available in an iOS device whereas in the simulator, these calls will need to be emulated in software by the host machine, causing a reduction in graphics performance (some operations will be affected a lot, other less so), even if the underlying graphics card in the host machine is nominally more powerful that the one in the iOS device.
Simulator testing is good for testing functionality, and it can give an indication of performance. For example, an application that was running OK in the simulator suddenly starts performing poorly after a change. Checking the displayed 'draw count' shows that the number of 'draws' required to render the scene has increased, possibly causing the slowdown. Or conversely, a change may lead to an increase in performance and a reduction in draw count.
However, the only way to be sure is to test the application of a real device.
My daydream app is working fine when used slowly. But when I rotate my head too quick it starts giving glitches first and then the app gets crashed. I am guessing it has to do something with frames/sec loaded during high quality objects rendering or something similar. If someone has a solution, please help me out.
Assuming you have no errors in logcat, visual glitches are generally indicative of extremely high per frame GPU load.
It would be good to profile your app and share the crash report - but the only way I've ever been able to actually crash an app this way is with very large textures.
Check the size and number of textures in your scene - it's possible rapid head rotation could be causing a large number of textures to need to be loaded as objects become visible. You can also see a good list of how large the assets are at build time in Unity by inspecting the editor log after a build. This can help make sure you aren't running out of RAM on device.
Make sure you have texture compression and mipmaps enabled on all textures. Disabling mip-maps on minified textures can easily overload the GPU.
Make sure you don't have too much transparency. Adding a lot of overdraw to the scene can overload the GPU.
Follow performance optimization guidelines https://docs.unity3d.com/Manual/OptimizingGraphicsPerformance.html
https://unity3d.com/learn/tutorials/topics/virtual-reality/optimisation-vr-unity
Make sure renderViewportScale is around 0.7, MSAA is at 2x or less, and you aren't using post-process effects, shadows, or any kind of deferred rendering
Stay below 100 draw calls, 200k vertices on screen.
I have been building a game for VR using Unity3d. It has only low poly models and the file size is less then 40 mb still the game lags when played on mobile.. Please suggest how to improve the performance..
Thank you in advance..
In order to improve performance in VR for mobile you have to optimize everything as best as you can, you should keep some of these variables in mind:
Graphics Side
- Number of polygons in the scene
- How many source of lighting do you have
Programming Side
- How much work is taking your code, is doing it efficiently?
The programming part can include problems within the physics system, also some logic problems that can probably decrease the overall performance because of higher computation.
My advice is to learn about the Profiler that unity offers, actually you can observe how much work is taking your code and where exactly it is your bottle-neck. This video also can be useful.
Of course a solution could be implement your code following design standards, like design patterns and software architecture (depending on the size of the project).
I hope it can be useful for you!
What I found from developing and launching a vr game is some of the issues below
Number of polygons is usually your first to check even though your models are low poly. For example, I looked at Synty models in the unity store and some of them were over 1k for a bag and 7k for a character model. This seriously reduce the amount of objects you can if you want to target a max of 50000 per eyes.
With some models, you can use blender and the decimate tool to reduce the polygon count pretty easily. From there I would use LOD's to reduce their count further based on distance.
Use occlusion culling (pro version only)
Set your camera distance to maybe a 100 instead of the default
Use mobile shaders and careful using some of the standard shaders as they are expensive. Also transparent shaders will becomes expensive cause overdraw.
Batch your textures and make them static if possible
Don't use dynamic shadows on lighting but instead bake your lights
Try to avoid using physics as this becomes expensive and instead raycast to trigger events or shooting weapons.
Run profiler often and check for any bottlenecks (pro version only)
Reduce the count of Particles effects and their values
Character bones can also cause issue so remove as many as possible
There is also your code to look at as mentioned by Manujamming
Set quality setting to low in the inspector to gain best performance.
Could you provide a screenshot of your game scene?
I hope this makes sense.
Best of luck!
I try to draw rain and snow as particle system using Core Graphics.
In simulator rendering proceeded fine but when I run my app on real device rendering is slow down.
So, advise me please approaches to increase particle system drawing performance on iPhone.
May be I should use OpenGL for this or CoreAnimation?
OpenGL would be the lowest level to drop to for the rendering, so should offer the best performance (if done right). CoreAnimation would be close enough if there are not too many particles (the exact figure depends on other factors, but upto about 50 should be ok).
When you say you're using CoreGraphics at the moment do you mean you're redrawing based on a timer? If so then CoreAnimation will definitely help you out - as long as you can seperate out each particle into a view. You could still use CoreGraphics to render the individual particles.
Are you using a physics engine to calculate the positions?
If you are simply drawing a view with Core Graphics, then redrawing it every frame to reflect the movement of the particles, you will see terrible performance (for more, see this answer). You will want to go to OpenGL ES or Core Animation for the particle system animation.
My recommendation would be to look at CAReplicatorLayer, a new Core Animation layer type added in iPhone OS 3.0 and Snow Leopard. I've seen some impressive particle systems created just using this one layer type, without using much code. See the ReplicatorDemo sample application (for the Mac, but the core concepts are the same), or Joe Ricioppo's "To 1e100f And Beyond with CAReplicatorLayer" article.
It's hard to give advice with little to no information about your implementation. One thing that is a major bottleneck on the iPhone from my experience are memory allocations. So if you're allocating new objects for each particle spawned, that would be the first thing you might want to fix. (Allocate a pool of objects and reuse them.)
I want to create an iPhone/iPod game. I want it to be 3d, but I want to use sprites instead of OpenGL to do this (I assume this would be easier since I don't know OpenGL).
I was thinking of simply layering sprites over top of each other and changing their size to give an illusion of 3d. It doesn't need to be too convincing since the game will be somewhat cartoony.
How can I use sprites as an alternative to OpenGL on the iPhone platform?
You can use CoreAnimation for this. Either using UIImageViews (or plain UIViews) or CALayers.
It's usually the best choice for some types of 2d games (board games, for example), since animation, rotation and scaling are really easy. Just keep in mind that if performance is your concern, OpenGL will always be better.
Depending on how much 3d, I'd recommend taking a look at cocos2d. It supports multiple layers, sprites, animations, etc, but is pretty straightforward to pick up & learn. (Much easier than OpenGL to me) The example code is very comprehensive.
http://code.google.com/p/cocos2d-iphone/
I have built a game using core animation with upto about 17 - 20 objects floating about the screen scaling and rotating and performance was fine on the iPhone (make sure you check regularly on the iPhone as the simulator doesnt simulate iPhone memory or CPU speed).
CoreAnimation is pretty simple and really powerful. Use PNG's for images and I don't think you will have to many issues. The real killer of this will be alpha's in your images, this is hard work for the iPhone. So the less transparency you have the better you app will go.
In addition to Marco's answer I want to add: Not using OpenGL may also tax the device battery a little more. As I understand it, OpenGL ES can be more efficient on a device power supply (if implemented properly). Of course, this depends on how much animation is going to be used with UIImageView, UIView or CALayers, etc.
I'm sure there is a tipping point.