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Android setup for BossRoom #429
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…was casued the intensity of the lights being set too high, the compounding render texture error was caused by the ssao being set to sample from depth and normals, setting it to just depth makes the error go away. Also modified low quality settings and added cheaper URP pipeline assets to be used with said low quality settings
…ser can use with their baked lighting, added lights to torches that are turned off, but good to be baked, reorganized the android urp assets, sanity checked and cleaned up quality settings, moved the quality button script to a better place (rather than assets folder), other tiny clean up things
… as setting up baked lights to be used by user for the char select background prefab
…aterial :v (thought it was a test shader i'd been working on and wanted to discard) so i've put it back and now the levels aren't completely pink
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public class QualityButton : MonoBehaviour | ||
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public TMP_Text qualityBtnText; |
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Should be renamed to QualityBtnText
Edit: nevermind
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Are you sure you're on the correct code style settings? Public variables are recommended as lowercase for me.
*Edited out code suggestion.
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You're right, I got confused with properties.
However, could it be made private since it is not used outside this class?
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Absolutely, good catch. Should be made private.
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Looks good to me, besides some of the small comments I've made.
I also tested on my Pixel 3 and it's running a heck of a lot better than before, even on the High quality setting.
Also changing the scale of the geometry in the main menu, char select, and post game scenes to be 1
Amazing.
{ | ||
public class QualityButton : MonoBehaviour | ||
{ | ||
public TMP_Text qualityBtnText; |
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Are you sure you're on the correct code style settings? Public variables are recommended as lowercase for me.
*Edited out code suggestion.
Another thing which jumped in my mind when reviewing this, which could be added to a follow-up PR or here if it's easy to implement, is that the camera in the main menu, post game scene (and char select too I believe?), can be consolidated into some sort of UICamera prefab. It'll be nice to have those camera settings consistent across scenes that don't vary too much in what they render. |
…prefabs, and settings are set up for baking, as well as geting a reorganization pass
Definitely, I can do that in a separate PR right after this one |
ART_NOTES.md
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* You can hover over each setting and a tooltip will descirbe what it does <br /><br /> |
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* You can hover over each setting and a tooltip will descirbe what it does <br /><br /> | |
* You can hover over each setting and a tooltip will describe what it does <br /><br /> |
ART_NOTES.md
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Could we have a TLDR for say "Steps for Sam who wants to demo Boss Room" and "Steps for Sam when he wants to edit the scene"?
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In other words, users like me could be pretty inexperienced with lighting and baking (and wouldn't want to start learning about this in a Netcode project...). So having concise instructions at the tope to get you where you want to go could be best.
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Ahaha can do!
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Can you and @s-omeilia-unity review this together?
I tried to create an iOS build for my low end iPhone device, but I was confused as to what I needed to do to make sure it was running smoothly.
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Will read through this today!
ART_NOTES.md
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# **Art Notes** | |||
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this doc should be linked to by the readme. People don't know we have other docs beside the readme
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Speaking of docs, this md should reside in the Documentation folder
which bad practices? |
resolved with smart merge tool # Conflicts: # Assets/BossRoom/Scenes/BossRoom.unity
Co-authored-by: Fernando Cortez <[email protected]>
Co-authored-by: Fernando Cortez <[email protected]>
Co-authored-by: Fernando Cortez <[email protected]>
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There are some of Fernando's comments left to address, but apart from that, LGTM
Cosmetic changes @jilfranco-unity
Co-authored-by: Fernando Cortez <[email protected]>
Changed baking menu to an abstract class, edited one of the console logs for baking menu to be more readable, deleted an unused include, changed quality text var to not be private
…om/Unity-Technologies/com.unity.multiplayer.samples.coop into bug/jil/bossroom-setup-for-android
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# **Art Notes** |
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There's two ART_NOTES files...
I'm guessing this one is the right one?
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Oh weird, I'll delete the duplicate!
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* **To bake all lights:** | ||
* Go to menu Boss Room > Lighting Setup > All Baked |
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Is there steps missing to require us to load all required scenes? Cause it's the kind of thing I'm sure I'll forget :P
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I've moved a section detailing that from the bottom to the TLDR! :)
Deleted the extra art notes from root, changed some typed variables to vars, made the baking menu class public, edited the art notes to take baking for boss room section from bottom to the tldr
# Conflicts: # Assets/BossRoom/Scenes/BossRoom.unity
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Force pushed a new commit to overwrite a messed up one. Today I learned more about how git works :) |
Description (*)
This PR is the result of what has turned into a somewhat deep dive over a couple of weeks for getting BossRoom to run on Android. In the end, I've settled on adding things that the user would need to build for Android, while trying to keep overall project size and complexity down. This includes:
By employing the things listed here, the user can get pretty decently performant builds on android. By messing with these settings, I was able to get 29 FPS on the Samsung J2 Core.
The overall idea is that these changes will give the user a good launching point to start with, covering some of the little nitty gritty things, then they can make more modifications if they'd like
Related Pull Requests
This PR was put on hold as I did a deeper dive into Android performance. This bug has been fixed in this PR due to the other changes I ended up making for performance. Probably not the best practice, but here we are :v
Issue Number(s) (*)
Jira ticket MTT-1068
Jira ticket MTT-1500