Nothing worked.Welcome back to my series of blogs that collect some tutorial resources about game music middleware for the game music composer. I've tried many things: I applied only the mobile bloom script to my camera, then I've added the quality manager and shader database (commenting out the other image effects). I just don't know how to do include the shader correctly. Unfortunately, building in Xcode always results in a splash-screen freeze. Hence, I tried to include it into an own project. I want to test it's performance and if it's suited for production purposes. I love experimenting with the shader, as bloom looks great and is a unique feature on mobile devices yet. Beneath some noticeable performance loss, it works like a charm! I've got a 3GS and I've solved the problem already by editing the quality manager script (setting the quality to medium for 3gs devices). The rain splashes are just a hand written particle effect -) What is being reflected is manually selected though. The reflection for the water is using a rendertexture and scrolling normal maps just like Unity's standard Pro water. We use cubemaps and textures to fake specularity which is a great technique that often looks better than what real-time spec produces with lights. On the device we disable a few things (for instance rocks and scaffolding outside) but it still hovers around 85-100 draw calls.ģ) There are no real-time lights on the static environment. ![]() That doesn't mean you could throw them into any scene and have them work at 30+ fps -)Ģ) The AppStore version is the same as what was shipped with 3.4. Do you own Unity iPhone Pro or Basic? iPhone Pro is required for image effects and lunio - 1) The effects and shaders were targeted and optimized for mobile devices so they are efficient. Thx in The Scripter - The two versions should be the same. Nonetheless, you did an amazing job developing a game thats interesting and fun to users and developers alike! That was a lot, and to avoid so much questions in the future, you may do a bit more documentation for the demo code in the future. In Angry Bots, on the floor e.g., do you use Lightmaps? And if you do, how did you combine them with the water-ripple-reflection-shader-stuff? That looks amazing! In the moment when my Lightmap is baked, all shader information which is more than diffuse etc. ) I've always had the problem that lots of shaders in Unity, like bump mapping, parallax or specular don't work with Beast. ![]() I can't imagine the iPhone can handle this, so am I just wrong or has the working appstore-angrybots a magically reduced number of draw calls?ģ. ) If I set the build settings to Unity iOS, I notice that there are still over 100 draw calls. Do they really work efficiently on mobile OGL2.0 Devices?Ģ. ) What amazes me are the shaders you wrote, like mobile bloom, e.g. * Get a team member to check over (buddy) your changes.įirst of all congratulations to this great demo!ġ. * Test that your changes work in the main branch. * Integrate your changes over to the main branch locally. * Make changes in your branch locally until you're happy with them. ![]() ![]() When submitting changes, the procedure would go something like: Each of us had our own branch and we had some scripts to assist with integrating our changes in and out of the main branch. We used Perforce for our source control - we made some little utilities to help integrate it into Unity but to be honest I think a SCM system that doesn't prefer you to check things out before you modify them works best with Unity. The problem with this approach was that it prevented us using prefabs as they were intended: building blocks from which you can build your scene from. We did have several occasions though where settings or work that someone did were lost because somebody forgot to apply a prefab or had accidentally made settings changes over the top of it. This only worked if the changes you were making on the prefab didn't contain references outside of the prefab, but it worked fairly well. However, if you were working on a section that had been made into a prefab, you could make your changes, apply the prefab, and check in the prefab only. We had a little model man made out of Lego, called 'The Main Man', which you had to have on your desk if you wanted to make changes in the main scene. Each prefab was used in one place in the file only. In our game we had a main scene file with reasonably large chunks of it made into prefabs.
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