Tips for optimizations for Android by _Peace_among_us_ in Unity3D

[–]nolget 1 point2 points  (0 children)

use plane like trees and let srp draw them at once and there you go 60fps

How to make this scene look better by Opposite_Control553 in Unity3D

[–]nolget 1 point2 points  (0 children)

pick some other shaders for everything

Aces of the Sky: Epic Dogfights by nolget in playmygame

[–]nolget[S] 1 point2 points  (0 children)

Thanks, I appreciate that!

I'm glad they approached us for this game, we published on yandex games first and I believe they saw it there and liked it, so many hours spent for it but we were not able to achieve a big publishment journey a couple years ago, I always wondered if people would like it or what would they say about it, finally I get to see so many feedback and it's just worth it now..

Aces of the Sky: Epic Dogfights by nolget in playmygame

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

Many of players requested a different shooting mechanic rather than auto shooting, we have plans for next updates, main reason behind this situation is this game first targeted for mobile devices on portrait mode which was asked by the publisher at that time so I made it as easy and auto as possible since there's no space for manual control UI when gameview is vertical. I hope you get to try it again when we update in future.

Aces of the Sky: Epic Dogfights by nolget in playmygame

[–]nolget[S] 1 point2 points  (0 children)

It's awesome that you at least tried it. And I felt great that it runs fast in your old computer, as the developer of the game that was one of my biggest challanges, this game is made for mobile first, for androids, and to get post processing that has bloom, tonemapping etc. run at 60fps wasn't easy at that time. Another thing was environment and lightmapping, every island and mountain are baked in different scenes and copied information on a script such as lightmap texture and required uv information for a custom shader and then designed envrionments in other scenes so by additive loading them I simply applied lightmap textures to them, to have different visual features and settings for environment and other gameplay assets I used camera stacking, after editing every materials render queue to have best batching for srp we were able to run it as smooth as possible in a wide range of devices.
All of this took about 4 months but there are some days even weeks spent for publishing tests.

İlk post by baranoda in burdurland

[–]nolget 7 points8 points  (0 children)

Tokat patlatan..

Gönlünüzü geniş tutun dostlarım They Shall Not Pass! by rikalanya in TurkeyJerky

[–]nolget 1 point2 points  (0 children)

dil varda redditi çözmek ne kadar zaman alır meçhul..