Rep: (207)
AK4eva @ 01/11/19, 10:09*
For the test, I wanted to write a simple calculator, but a calculator weighing 15 Mb is too much)

Less than 8.5MB cannot be done in any way. For this size, you need to build in IL2CPP with. "NetFW4.6" + "NetStandard2.0" profile and the installed dash of the engine strip (this is all set up in BuildSettings).



Rep: (207)
Seneka12345 @ 10.10.18, 12:33*
BUT when there is a change of location through Application.LoadLevel (level); then in the new scene, the pressed W button for some reason is not active until you release it and press it 1 more time and because of this, each time you switch to a new location, the character stops and you have to release it again and press W to make the character continue went, what could be the matter and how to treat it?

https://twitter.com/Le...tus/850100917798150145- the bug has already been bumped for 6 years, no one is going to fix it (it manifests itself in the same way on controllers). It is solved through self-made neural crutches under each platform - there is no standard solution.

Post has been editedLeopotam - 17.10.18, 03:07



Rep: (207)
mihail_13 @ 04/05/18, 09:05*
(in multiplayer mode, the character throws an object on two devices and the result should be identical)

Non-deterministic physics will never work identically (even on the same device with the same start parameters), you need to do your own data synchronization over the network, for example, like this:https://habrahabr.ru/post/352382/

Post has been editedLeopotam - 08.04.18, 11:38



Rep: (207)
Mastersmit @ 03/16/18, 12:20*
Only on the desktop ?? Ambush..

Well, according to statistics, 20% of all android devices are mali400, more than half are gles2. gles3 died due to crooked drivers, metal for ios and vulcan for android were born. As a result, we get a huge hole in a couple of years, until all old devices wither away (including gles3). In part, google will help - from the summer of 2019, they will only accept arm64-enabled applications, and then gradually cut armv7, which should force users to update devices.

Post has been editedLeopotam - 18.03.18, 16:02



Rep: (207)
Mastersmit @ 03/11/18, 16:45*
made a lot of changes to the batching system ..

they didn’t contribute anything there - butching will work only with hardware support for instansing, that is, only on the desktop, you can forget about mobile phones.



Rep: (207)
mihail_13 @ 02.14.18, 05:34*
Profiler shows a strong memory leak.
After Instantiate-Destroy, the number of objects in the scene and the amount of occupied memory increase.
Why is this happening and how to treat?

Google "unity pooling objects". The main point is not to delete, but to disable activity and save to the list, from which then to get if necessary. Thus, after several iterations of instantiation, balance will come.

Post has been editedLeopotam - 14.02.18, 15:13



Rep: (207)
* KSF000,
for bribes because of advertising now it’s kind of punished, at least apple:https://habrahabr.ru/c...daytools/blog/338982/:
In addition to blocking the ability to use the functionality, a circle of actions was added to watch videos and click on an advertising banner (in addition to posting, reviewing, rating or downloading another application). It is also forbidden to offer remuneration for them, cash or any other.


Post has been editedLeopotam - 26.10.17, 14:26



Rep: (207)
* ProgramZistor, Well, of course, you need to normalize the normal vector after translating it into worldspace in the vertex shader. About the conditions - it’s better not to use them in principle, a clean selection of textures is faster than conditional branches (google gles branching).



Rep: (207)
* ProgramZistor, no, that’s not clear. This could be done on any hardware. Yes, based on the normal. 3 samples are made of 2 side and one texture on top, then absolute values ​​along each axis are taken from the normal and multiplied by the corresponding textures, 3 results are then added up - the final look is obtained. Those. the stronger the normal is inclined to a surface, the stronger this texture will be expressed. if the normal is exactly at 45 degrees to all 3 axes - all 3 textures will be mixed in equal proportions. There are triplanar shaders in the open source, just google it. Yes, it is done through a fragment shader or through a surface (which is the same thing).



Rep: (207)
* ProgramZistor, You can also google "Unity Terrain Triplanar" - you will learn how to correctly call the method "the same for north-south and west-east."



Rep: (207)
* gul.jenya,
google "WorldMachine", "Unity Terrain Triplanar" and "Unity EasyRoads".

Unity 2017.2 released , It would be nice to update the header.

Post has been editedLeopotam - 13.10.17, 12:50



Rep: (207)
* Georgey2002,
and you can also look at the publication date and current date - for 6 years a lot has changed, including 2 major versions of the unit and licensing terms.

Post has been editedLeopotam - 01.08.17, 10:23



Rep: (207)
KSF000 @ 06/23/17, 16:41*
if the object moves, then it will be necessary to reassign

The conversation was about caching within the method - there the position is requested several times, you can read it once in the local Vector3 and then use it. The same applies to the transformation - it is not necessary to cache in the field / property of the class, a local variable is also suitable.



Rep: (207)
KSF000 @ 06/19/17, 01:45*
I, of course, may not cache this way

Most likely you don’t measure like that. But here is another jamb - transform.position recounts the position throughout the hierarchy for each request, here it is cached in Vector3, you will get acceleration.



Rep: (207)
* Artegor,
What do not suit boards? It is possible to cling to cards in a row in the same trill: references, write comments, external links, googlodoks, etc.



Rep: (207)
* mihail_13,
this is not a bug, but a compression feature of png: alpha is compressed separately, and in rgb data where alpha = 0, you can draw anything for more efficient compression. For example, if the dot color is white at the edge of the visible image, then why save the transition to, say, black? you can draw a white line to the edge of the picture, it will be squeezed inside as “white: N-points in a line” instead of “white: 10 points, black: 5 points”. This is not done by the unity itself, but by the packaging utilities, the same photoshop does this by trying to select the parameters of the invisible parts of the image so as to reduce the final size.



Rep: (207)
Does that really kill fps?

Like all translucent geometry. Generation is fast enough.



Rep: (207)
* mihail_13,
https://docs.unity3d.com/en/current/Manual/class-TrailRenderer.html



Rep: (207)
* seneka12345,
Well, because in the garbage data - the first column should contain keys, and unique ones in Latin (because in the code there should not be localized lines in principle).
That's how it works, right by what I wrote above.
var text = Resources.Load<Textasset>("DatyC"). Text;
var serializer = new CsvSerialization ();
var table = serializer.Deserialize (text);
var key = "1848 pik";
Debug.Log (table [key] [0]);

Once again - you can’t write code, forget about the library. The code in it is self-describing, the encoder of the middle hand can figure it out on its own. Open source code! = Free support.



Rep: (207)
* seneka12345,
var text = Resources.Load<Textasset>("MyCsvResource"). Text;
var serializer = new CsvSerialization ();
Dictionary<string, string []>table = serializer.Deserialize (text);
var columns = table ["myKey"];
Debug.Log ("First column:" + columns [0]);
Debug.Log ("Second column:" + columns [1]);

This is a general idea. If you don’t understand anything, then hammer and delete what you imported - the library is focused on working from code, and not on dragging with the mouse.

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