![]() ![]() Can I have 400 verts on each character without really bad performance? I'm aiming for PC and MAC (no mobile). Latest release Release notes Roadmap Beta program Unity 2017.3.1. Therefore Vertex Lit seemed like a better choice. Unity 2017.3.1 download and release notes. Overlapping characters were blending with each other etc. Why I'm not using "Pixel Lit" is because of the problems that occur, for example the Z-spacing making the sorting orders out of order. Install the latest version of Unity, an older release, or a beta featuring the latest in-development features. I noticed I need a lot of vertices for the "Vertex Lit" option to be even near the result of "Pixel Lit". Follow the instructions onscreen for guidance through the installation process and setup. My question is: at what point does the amount of verts get overkill for lighting (performance)? I tried this and it surely results in a high resolution light. So I generated a lot of them in Spine, mesh editor. More verts (as ToddRivers stated earlier) gives a higher resolution light. I am using the Vertex Lit option in the Sprite Shaders. Thank you for the quick response! Here comes more info, correct me if I'm wrong: Also, if you need the character to simply bend a bit (unless you're doing something procedural like applying a vertex shader which displaces the vertexes in some way), having that mesh is probably going to be a bit overkill, and I suppose you may end up having weird overlapping issues. I'm not an animator but I suppose it could be bad depending on how many chars like that you have on screen, but I simply don't have the required info about the use you want to do of it to provide a clear answer. Does anyone know what causes this? I already tried almost every export configuration I could think of and checked/unchecked almost every setting in the shader itself but it always looks like this. I illustrated what I mean by recording these 2 gifs:ġ) This is how it SHOULD look, I recorded this using the default spine skeleton shaders.Ģ) This is how it looks when using the custom shader. ![]() I've begun to realize that fading / tweening the alpha value from 1 to 0 or vice versa, when using your modified shader, produces a very strange behaviour: Whenever I do this it doesn't look like expected, the fading part of the spine object seems to be way too dark, almost like it mixes itself with pure black while fading. I have, however, one technical problem at the moment. Thank you very much for your effort, it's very much appreciated! □ All help in understanding why this happens would be appreciated.Hi, I've been using your Shader extensively and I'm SUPER glad that it exists. So i believe it has something to do with the update. I don’t have this issue on a new projects. About 500 Text components are instantiated. Which results in the profiler looking like the image below. I have made a small script which instantiates a new text gameObject every frame that demonstrates this. This project is updated from unity 5.2.4 to unity 2017.1.0f3. After updating to Unity 2017.2.0f3 today there is all of a sudden a massive rise in CPU uses on UI. Unity\builds\Unity\Tools\Assembl圜onverter.exe" -platform=uap -lock=“T:\Users\ward\Documents\Super Space Serpent SE Unity\builds\Super Space Serpent SE Unity\” -bits=64 -removeDebuggableAttribute=False -path=“.” -path=“…\Players\UAP\圆4\Debug” “T:\Users\ward\Documents\Super Space Serpent SE Unity\builds\Super Space Serpent SE Unity\Assembly-CSharp.dll” “T:\Users\ward\Documents\Super Space Serpent SE Unity\builds\Super Space Serpent SE Unity\UnityEngine.dll” “T:\Users\ward\Documents\Super Space Serpent SE Unity\builds\Super Space Serpent SE Unity\UnityEngine.UI.dll” “T:\Users\ward\Documents\Super Space Serpent SE Unity\builds\Super Space Serpent SE Unity\”" exited with code 1. SeverityĜodeĝescription Projectğile Line Suppression StateĮrror The command ""T:\Users\ward\Documents\Super Space Serpent SE ![]()
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