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Technology : 171 Posts

Comments Off on Abnormally High Memory Usage of the Font Texture

1) The memory value of Font Texture is abnormally high 2) UWA reports Overdraw statistics and data interpretation questions 3) Under the URP Android platform, the highlights have mosaics 4) UGUI is interrupted due to Different Material Instance 5) Compression doubts of SplatAlpha in Unity terrain TerrainData Font Q: We find a Font Texture with

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Comments Off on Abnormally High Memory Usage of the Font Texture/ 1020/ /1
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1) Doubts about checking sRGB for textures 2) Turning on lighting leads to an increase in the number of patches 3) Doubts for UGUI’s Image modifies material properties 4) How the UniWebView interface is displayed after the Unity interface 5) The Internal_CreatePlayable of Timeline has a high overhead Rendering Q: I found a question and

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Issues with Uploading the Partial Updated Resources under Addressable RemoteBuildPath Shader memory usage suddenly increased Redundant references to textures by materials on Unity 2018.4 A large number of GC operations in the editor caused lag JsonUtility.ToJson floating point type retained decimal problem Addressable Q: After Addressable has set the RemoteBuildPath path, a resource package has

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In the game engine rendering pipeline, we usually set the value range of R, G, B channel color information between (or ). Among them, 0 represents no brightness, and 1 represents the maximum brightness that the display can display. Although this representation is straightforward and easy to understand, it does not reflect real-world light

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1) Questions about the addressable hot update resource type 2) The DefaultMaterial of locally deleted FBX is invalid after Unity restarts 3) How to achieve the effect of MeshRenderer 4) The DrawCall problem of UGUI dynamically loading Item 5) Loading.CheckConsistency optimization problem on the editor Addressable Q: Can Addressable hot update original resources

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Currently, there are a lot of light sources used to illuminate objects in game engines. Among them, the more commonly used are parallel directional light, point light source, spotlight and volume light, etc., but they are all approximations to real light sources and cannot simulate complex lighting situations in the real world well. In order to increase

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How to package Unity’s built-in resources to avoid redundancy “Redundancy” issues with SpriteAtlas About the memory usage of Mesh UGUI.Rendering.UpdateBatches time-consuming How Plugins DLLs affect Packages AssetBundle Q: Now that the AssetBundle is packaged, can the built-in resources in Unity specify the AssetBundle name? How is the redundancy of built-in resources in AssetBundle generally solved?

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In the previous article, we introduced a dynamic global illumination algorithm base on spherical harmonic basis functions (Spherical Hamonies, SH for short). Its idea is to regard the complex transmission process of light between objects as a transfer function, which is calculated in advance and approximated by the SH basis function. At the same time, in the real-time

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