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Messages - pan_henryk

Pages: [1] 2
1
Support / Re: Large sprite batcher optimizations?
« on: March 27, 2015, 10:56:13 am »
I had the same thoughts about batchers and overdraw.

Thanks!

2
Support / Large sprite batcher optimizations?
« on: March 26, 2015, 11:57:40 am »
Hi,

I am using sprite batcher in our project with great results. Now I am wondering about some optimizations for large sprite batchers.
Would it be reasonable (for drawing speed optimization on older devices) to divide large batchers into two or more smaller ones based on:

- distance of new item to existing batcher
- current batcher height or width
- batcher item count

Thanks,

Jakub

3
Support / Best way of caching sprite collection
« on: August 11, 2014, 10:58:56 am »
Hi,

I am wondering what is the best way of caching (preserving between scene reloads) for sprite collections.
What shall we mark with DontDestroyOnLoad - tk2dSpriteCollectionData or directly atlas textures? (we have 3 platform versions of each atlas)

thanks,

4
Support / Re: Unity3d static batching & tk2dSpriteAnimator?
« on: July 22, 2014, 01:53:30 pm »
Thanks!
Just to make sure, we are talking about Unity static batching not tk2dspritebatcher?

5
In our case compressing some textures works as workaround. Uncompressed build triggers this error, but after compressing some assets (texture atlases) it works again

6
Support / Unity3d static batching & tk2dSpriteAnimator?
« on: July 22, 2014, 01:48:09 pm »
I am wondering if GameObjects using sprite animator could also be statically batched?
Manual only mentions that their transform cannot be changed.

7
Support / Re: Mesh.Optimize tk2dStaticSpriteBatcher's MeshCollider?
« on: June 10, 2014, 06:15:15 pm »
I see. Thanks!
Now I need to check what optimization could be applied to mesh collider, as (in my case) it is often built of adjacent box coliders.

8
Support / Mesh.Optimize tk2dStaticSpriteBatcher's MeshCollider?
« on: June 10, 2014, 11:48:18 am »
I am experimenting with tk2dStaticSpriteBatcher for objects with colliders. I wonder if it makes sense to call Mesh.Optimize for MeshCollider generated by batcher from series of Box Colliders?


9
I tried splitting batchers - that is starting new one after each time dynamic object appears in z order. Seems very promising when tested on PC, now I need to verify performance on mobile device.

10
Hi,

Some time ago I used static sprite batcher to optimize creation and drawing of multiple static sprites which previously had separate game objects.
Now I am looking to do it with another group of sprites, but my problem is z-order, which rules out static sprite batcher:

- we are using z-order not layers to determine drawing order
- static sprite objects drawing order can be mixed with dynamic ones (which need separate game objects).

Any tips how this could be done with 2dtoolkit? My goal is to get rid of myriad of game objects, reducing draw calls is not important here.
Each of my sprites would have scale rotation and position and possibly a collider.
Maybe sprite batcher could be hacked to do it? (separate renderers?)

Thanks in advance,

11
Support / Re: Editor bugs migrating from 2.3 to 2.4 ?
« on: April 10, 2014, 09:05:27 am »
2. Its tk2dSpriteDataUnloader.cs - you can disable the unload manager altogether or revert to the 2.3 file.

Disabling it (removing #define ENABLE_UNLOAD_MANAGER from tk2dEditorSpriteDataUnloader.cs) fixed both bugs.

Thanks!

12
Support / Re: Editor bugs migrating from 2.3 to 2.4 ?
« on: April 09, 2014, 08:46:56 pm »
1. png atlases are much slower to load, very much more so if your texture is compressed. Not much you can do about this, except turn off compression if it is compressed, and turn off mips if you have that enabled.

The problem is that it didn't happen in 2.3 Will check tomorrow if changing data unloader fixes this one too.

2. Its tk2dSpriteDataUnloader.cs - you can disable the unload manager altogether or revert to the 2.3 file.

13
Support / Re: Editor bugs migrating from 2.3 to 2.4 ?
« on: April 09, 2014, 03:57:13 pm »
Quote
1. What app menu is this?

Our (Createrria) in-app menu, using tk2d

Quote
2. This may well be a bug - the old version was leaking memory when PNG atlases were used, and the new one seems to be overly aggressive.

Could you point me to the part of code responsible so I could revert it to 2.3 behaviour and check results?

14
Support / Editor bugs migrating from 2.3 to 2.4 ?
« on: April 04, 2014, 03:36:33 pm »
Hi,

We are trying to migrate from 2.3 to 2.4 version, but have encountered some bugs:

1. When initially use app menu, threre is serious lag (several seconds on intel i7 with ssd), probably related to resource loading - we are using pngs as source format on PC

2. We found a case, where adding new object to the scene causes shader to disappear from another object:
http://www.incuvo.com/terrain_01.jpg - terrain on the scene
http://www.incuvo.com/terrain_01_shader.jpg - shader is present

After adding character (eyes are tk2dsprite) using in-game UI, not from Unity editor

http://www.incuvo.com/terrain_missing.jpg - terrain becomes invisible, because...
http://www.incuvo.com/terrain_missing_shader.jpg - shader disappeared


None of this is present in 2.3 version.
Both situations happen only in editor, not on device (iOS).




15
Support / Re: A few questions on static sprite batcher
« on: April 04, 2014, 02:58:00 pm »
It took some time, but I got it working!
We have just send our latest update to AppStore, with serious fps and load time optimization thanks to batcher use.

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