I am trying to build a simple 3d scene which renders fine on my Window's machine but when I build and run it on my Android tablet all shades are gone.
The scene is pretty simple as it consists of 4 cubes, one ball, 5th cube as the background, a camera and a direction light source.
Are there any tricks to see the same shades from my PC game window on my android device ?
The computation of shadows depend on the quality settings. (menu: Edit > Project Settings > Quality)
These settings can be different for all the supported platforms. Check that shadows are enabled on android.
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I am using 2D sprite sheet to show an animation. It's working correct in editor and many Android devices except a specific Android (Nexus 5, Android 6) where the images looks jagged.
The sprite sheet size is 3115 x 4361. Here are the sprite settings:
I tried Filter Mode to Point as well but the result is the same.
Here are the screenshots:
What could be the reason? It only happens on Nexus 5 (tested on more than 10 physical Android devices and Unity Editor).
Turning on Generate Mip Maps for the specific sprite solved the problem.
I downloaded Google Cardboard SDK for Unity. In the demo scene, I put 2 light sources (spot with default settings). As you can see in this image, the two light sources are rendered in unity editor and game mode, but only one light source is rendered on my Android 5.1.1 phone.
Is the "one light source max" a Cardboard limitation I am not aware of? Or am I doing something wrong?
Thank you for your help
It's not a Cardboard limitation. Doublecheck that you have enabled more than one pixel light source in the project's Quality settings for Android.
I have an Android App I´m developing in unity. Colors look just fine on the game editor, but when I build the app and use it on My Samsung Galaxy S4, all the colors seem to be brighter than on the Unity Editor. I have all my images on True Color. Even the background colors and button colors of the UI get brighter.
Can anyone tell me how to get the same colors I get on my Unity editor when I build the app on my device?
Thank you
Move your game pictures from your laptop to your mobile device then you see even with same pictures they looks different and it's because difference to their quality and it's not unity or your fault.
Very slow interactive drag performance (about 2 fps) while running a simple KineticJS version 5.0.2 app on Android Chrome (Android 4.3 on a Samsung Galaxy Note 10.1 2014 edition) BUT as soon as I select Chrome's setting to "Request desktop site" suddenly there's a massive performance increase of about 10x with the drag refresh rate. I'm not sure if this is a KineticJS issue or perhaps something else entirely. Running on a desktop browser on my workstation, performance is butter smooth.
Here's a description of the app: There's a bitmap in the background layer (900x600) and a PNG bitmap with alpha channel in the foreground layer (320x156) with draggable = true.
If I remove the background layer, then drag performance is OK.
Is there a way to solve this?
I have now achieved a consistent frame rate of roughly 30 to 40 fps on both mobile and desktop modes on the Samsung tablet mentioned above!
The big change came from restructuring my game code which erroneously called init() several times (about 6 times) instead of just once, each time instantiating the stage and the multiple images. I do also use "Kinetic.pixelRatio = 1" at the top of the code and a "Kinetic.FastLayer()" for my static background artwork.
How can I build a standard ADV to test my Hello World app. I've just built my Hello World app on Android - using eclipse, and am having real problems getting the AVD to work properly. My setup Android 3.1 level 12, and I set the skin to 800 x 600 as the default WXGA, seem to make a massive screen. When it loads, I get just the Android screen but no side keyboard.
In addition, why do I get completely different looking skins when I play around with the skin size. Sometimes, I get a nice sea scape sometimes, but its portrait not landscape - how do I turn it? One time I get a lock?
Any help would be really appreciated. (I using Java 1.6 64 bit).
Thank you very much.
Ed Ryan
My setup Android 3.1 level 12, and I set the skin to 800 x 600 as the default WXGA, seem to make a massive screen.
Use the scale option when launching the emulator to resize it to something manageable. There are no 800x600 Honeycomb devices, so you are far better served using WXGA.
When it loads, I get just the Android screen but no side keyboard.
Correct. You won't get the side keyboard for WXGA, either. You do not need it, as everything on that side keyboard is available to you from your own physical keyboard on your development machine.
The skins are only available for the out-of-the-box skins or the ones you create manually (see here). However, you can access all of the keys using other keyboard shortcuts, which I personally found way more convenient. Plus, you save space.