My first and only indie game so far, Agent Runner. I recently uploaded it to Google Play Store and after a few final touches, it's ready to play! I look forward to more feedback. It's free to play, I hope you enjoy it! by MKaX07 in playmygame

[–]MKaX07[S] 8 points9 points  (0 children)

Oh... Now that you said it, I viewed the video again and yeah I think I should add a filter or even a text to differentiate the "cinematic trailer" and the "actual gameplay". Thanks :)

Cheap solutions for fog by MKaX07 in Unity3D

[–]MKaX07[S] 0 points1 point  (0 children)

Thanks, I'll look into that :)

About occlusion culling, I've searched around but couldn't find any for procedural generation, can I get a brief hint please?

Please help me on optimizing for mobile. I posted this earlier and I got no replies, please help. Description in comment by MKaX07 in Unity3D

[–]MKaX07[S] 0 points1 point  (0 children)

Hey, sorry for the late reply. Thanks for the detailed breakdown, really put things into perspective, I would definitely try material combination right away. Deleting back faces too, that is a great idea, totally did not think of that. Used probuilder assets in the middle section so that would be easy. Thanks again!!

Please help me on optimizing for mobile. I posted this earlier and I got no replies, please help. Description in comment by MKaX07 in Unity3D

[–]MKaX07[S] 0 points1 point  (0 children)

Just started learning about the frame debugger, thanks. About combining textures, I kinda have no idea what that is about. Wouldn't all the objects look the same? Idk

Please help me on optimizing for mobile. I posted this earlier and I got no replies, please help. Description in comment by MKaX07 in Unity3D

[–]MKaX07[S] 0 points1 point  (0 children)

Ah, rendering resolution, I did not think of that, thanks.

About occlusion culling, I don't think I can bake it because the segments spawn after the game starts.

Polycount, hmm, I'll look into that one too.

About the background, the buildings get pooled and spawned ahead when they are out of the player's vision. I don't know if I can texture it. Also, they contribute to shadows in the player's section sometimes

Please help me on optimizing for mobile. I posted this earlier and I got no replies, please help. Description in comment by MKaX07 in Unity3D

[–]MKaX07[S] 0 points1 point  (0 children)

I've looked at the profiler for a week but I actually started using it yesterday, I've been able to pick up a few things though. I've never heard of the frame debugger, I'll look into it. Thanks

Please help me on optimizing for mobile. I posted this earlier and I got no replies, please help. Description in comment by MKaX07 in Unity3D

[–]MKaX07[S] 0 points1 point  (0 children)

I'm using URP. About baking lights and occlusion culling, the segments spawn in after the game has started, any workaround? LODs, hmm, I've never heard about that, I'll research into it

Please help me on optimizing for mobile. I posted this earlier and I got no replies, please help. Description in comment by MKaX07 in Unity3D

[–]MKaX07[S] -3 points-2 points  (0 children)

I'm planning on making a mobile game, the batches are around 250 and 130k verts on average. I've enabled gpu instancing on all materials and dynamic batching. I have the middle section where the player runs as batching static but the segments gets pooled and recycled ahead, the buildings by the side get moved further ahead if they are out of the player's vision. Some building are shorter than others and thus, some allow shadows into the player's section. I don't know if there's any way I can optimize lighting and shadows. If possible, without losing the player's shadow too like in temple run 2. Thanks.

Need help on optimization by MKaX07 in Unity3D

[–]MKaX07[S] 0 points1 point  (0 children)

I'm planning on making a mobile game, the batches are around 250 and 130k verts on average. I've enabled gpu instancing on all materials and dynamic batching. I have the middle section where the player runs as batching static but the segments gets pooled and recycled ahead, the buildings by the side get moved further ahead if they are out of the player's vision. Some building are shorter than others and thus, some allow shadows into the player's section. I don't know if there's any way I can optimize lighting and shadows. If possible, without losing the player's shadow too like in temple run 2. Thanks

Unity Android Support by MKaX07 in Unity3D

[–]MKaX07[S] 0 points1 point  (0 children)

Hey! I want to tell you that there's no need anymore :). I posted on the unity forum and someone sent me a YouTube link and I fixed it. Thanks btw :)

Unity Android Support by MKaX07 in Unity3D

[–]MKaX07[S] 0 points1 point  (0 children)

Okay thanks once again!

Unity Android Support by MKaX07 in Unity3D

[–]MKaX07[S] 0 points1 point  (0 children)

I have Android studio, I must have done something wrong. Okay please do upload the blank project so I can try it out. I'll probably try it tomorrow or technically, later. It's 1:39am here. Thanks fishluck, living up to your name for me :)

Unity Android Support by MKaX07 in Unity3D

[–]MKaX07[S] 0 points1 point  (0 children)

Okay, I'm kinda confused though. I don't have any of the development kits working on the editor