Answer by WarpZone
Protip: A lot of the default scripts are wrong, for example the old Lerpz tutorial, the FPS tutorial, and the tropical island demo. If you use these scripts as-is and you have a good framerate, you'll...
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Even with mip-mapping, the large version of the texture would still be in video memory though, right? It's true that it wouldn't contribute as much to fill rate, but it would still be a load on...
View ArticleAnswer by WarpZone
Seperate the LOD assets from the high-def assets they are replacing. Select all the LOD models, offset them by 1024 units (or whatever makes sense for a game of your scale,) duplicate all the light...
View ArticleAnswer by WarpZone
You're half right. Full-screen effects that require buffering such as bloom or SSAO are usually the first thing to go when it comes to mobile optimization, so it's probably safe to assume you won't be...
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Googling "Error: Debug Certificate expired" + Unity3d actually led me to this Answer. And many more questions and answers like it. In various languages. There may have once been an actual answer in the...
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Likely NGUI, if you use it. I'm currently trying to find all the network references (I'm guessing from Example scripts) and disable them so it doesn't affect my build. There's no reason I can think of...
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I'm getting this too. Window error message links to: https://unity3d.com/unity/faq#license which does not explain why any of us are getting the error message. Guess this is Unity Team's new business...
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@Icarus619 Like he said in his answer, **you'll need a vertical layout group on the panel you put them in so they don't build on top of each other.** Here's a youtube video that will walk you through...
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I'm an idiot. The AAMode is the class. The name of the instance of the class is mode. aa.mode = AAMode.FXAA2; works fine. My bad.
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This guide is indispensable for making your game more accessible to a wider audience:...
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False. ![All it says is Custom Package][1] [1]: /storage/temp/95508-noimageeffects.png
View ArticleAnswer by WarpZone
Using an older/different version of Unity *may* help, though I realize it's a pain to update your project to a new version, and you'll have to rebuild everything from scratch to port it to an older...
View ArticleAnswer by WarpZone
Protip: A lot of the default scripts are wrong, for example the old Lerpz tutorial, the FPS tutorial, and the tropical island demo. If you use these scripts as-is and you have a good framerate, you'll...
View ArticleAnswer by WarpZone
Even with mip-mapping, the large version of the texture would still be in video memory though, right? It's true that it wouldn't contribute as much to fill rate, but it would still be a load on...
View ArticleAnswer by WarpZone
Seperate the LOD assets from the high-def assets they are replacing. Select all the LOD models, offset them by 1024 units (or whatever makes sense for a game of your scale,) duplicate all the light...
View ArticleAnswer by WarpZone
You're half right. Full-screen effects that require buffering such as bloom or SSAO are usually the first thing to go when it comes to mobile optimization, so it's probably safe to assume you won't be...
View ArticleAnswer by WarpZone
Googling "Error: Debug Certificate expired" + Unity3d actually led me to this Answer. And many more questions and answers like it. In various languages. There may have once been an actual answer in the...
View ArticleAnswer by WarpZone
Likely NGUI, if you use it. I'm currently trying to find all the network references (I'm guessing from Example scripts) and disable them so it doesn't affect my build. There's no reason I can think of...
View Article
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