-
Notifications
You must be signed in to change notification settings - Fork 127
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Render targets issue on iOS devices #9
Comments
Hi, Ceto is not supported on mobile device. It may work on some but performance will terrible. It looks like the error you are having is because Ceto is using a 32 bit texture and the device only supports 16 bit. You can try searching the project for all references to TextureFormat.RGBAFloat and RenderTextureFormat.RGBAFloat and replacing them with half format. It may not work correctly with half formats however. |
Thank you for your reply. That solution did work and the performance is poor as you said. Do you have any suggestions/thoughts about improving the performance of the plugin on mobile devices? Which setttings of the plugin will affect the performance most? |
Keep the Fourier grid size as small as possible and render the ocean in the opaque object queue (see the manual). Other than that theres not really much you can do. The shaders just to heavy for a mobile. |
Thank you for your reply. I will look into that manual and will let you know the results. |
I am trying to integrate this project into my iOS game. When I run the build on iOS devices, I get the following crash log:
Devices on which the build crashes: iPad Air (1st gen - A7 chipset), iPhone 6s (A9 chipset), iPhone 7 Plus (A10 Fusion)
Device on which the build runs properly: iPhone X (A11 Bionic)
Unity version: 2019.2.16f1
I have the following questions:
I would appreciate any suggestions and thoughts on this topic. Thank you.
The text was updated successfully, but these errors were encountered: