• Unity android quality settings

    Unity android quality settings

    Unity allows you to set the level of graphical quality it attempts to render. Generally speaking, quality comes at the expense of framerate and so it may be best not to aim for the highest quality on mobile devices or older hardware since it tends to have a detrimental effect on gameplay. It is split into two main areas: the Quality matrix appears at the top; and below it, the settings for the selected quality level appear.

    Unity lets you assign a name to a given combination of quality options for easy reference. The rows of the matrix let you choose which of the different platforms each quality level applies to. The Default row at the bottom of the matrix is not a quality level in itself but rather sets the default quality level used for each platform a green checkbox in a column denotes the level currently chosen for that platform. Unity comes with six quality levels pre-enabled but you can add your own levels.

    To select a quality level for editing, click on its name in the matrix. Its definitions appear in the panel below the settings and you can modify any settings you need to:. To define a new Quality level, click the Add Quality Level button and type the name for the new level in the Name property box.

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    Then you can choose which of the quality options documented in the following sections you need to update or set:. The level of anti-aliasing determines how smooth polygon edges are and how much video memory it consumes.

    However, built-in hardware anti-aliasing does not work with Deferred Shading A rendering path in the Built-in Render Pipeline that places no limit on the number of Lights that can affect a GameObject. All Lights are evaluated per-pixel, which means that they all interact correctly with normal maps and so on.

    Additionally, all Lights can have cookies and shadows. Soft Particles fade out near intersections with other Scene A Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info See in Glossary geometry.

    Choosing a different path affects the performance of your game, and how lighting and shading are calculated. Some paths are more suited to different platforms and hardware than others. More info See in Glossaryor make the camera render depth textures from scripts A piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like.

    More info See in Glossary. As an example, if LOD level 0 is used in any Quality setting then all the LOD levels are included in the build and all the referenced Models load at runtime. The picture on the display device is not continuously updated, but rather the updates happen at regular intervals much like frame updates in Unity.

    The latter may be useful if the game requires more than one device update to complete the rendering of a frame. Shadowmask Mode added in Version: Language : English. Unity Manual. Unity User Manual Unity texture compression is a very important step to developing mobile games for android or iOS. This guide explains how to do unity android texture compression as well as unity iOS texture compression and also explains other texture optimization techniques to improve unity mobile rendering performance!

    Textures are generally the main cause of high build filesizes, especially when you have a lot of textures at higher resolutions! Texture compression in Unity allows you to reduce the filesizes of your textures and in most cases makes no visual difference!

    Below this line is a list of all assets included into the build ordered by their filesize. From here you can go through the assets and determine what you can do to compress or remove some of these items.

    This guide explains how you can compress the images Textures from this list. Unity texture import settings can be adjusted by selecting the texture in the project window to show the texture import settings in the inspector window. From the texture import settings you can set texture compression, control mip-mapping and adjust few other useful texture settings.

    Max Size This will set the maximum resolution allowed for this texture, e. Compression This is found in the default tab and seems to be the replacement for auto compression from the older versions of Unity. I recommend keeping track of your textures and manually setting the unity texture compression where possible.

    Format The texture compression format which the texture will be compressed with. Compressor Quality Visible after selecting some compression formats. Mip maps are smaller versions of the original texture which are used instead of the actual texture when the rendered object is far away from the rendering camera.

    They improve GPU rendering performance as the GPU renders much smaller textures and can also reduce texture aliasing without anti-aliasing being needed. Rendering the smaller mip-map textures which are used at a distance is much faster for GPU rendering and reduces harsh aliasing at a distance, especially when used with anisotropic filtering.

    This example uses strong colour contrasts to make the aliasing effects more obvious but you can see how mipmaps and different filtering levels affect rendering. Make sure Anisotropic Textures are enabled in your Quality Settings if you want to filter your textures! Remember that not all textures will be equally visible in games, some textures may never even be visible up close!Unity provides a lot of checkboxes and drop-down menus to tweak the behavior and performance of your app.

    When starting a new project, it can be hard to know which settings are appropriate for the project.

    Unity Texture Compression (Android and iOS)

    This post discusses the appropriate Unity settings for a Mobile VR app. This is general guidance and not a one-size-fits-all solution, we've provided reasoning behind each option to help you determine if these settings are the right call for your project. ASTC compression provides the best balance between quality and file size. Regardless of what is set here, it's possible to override the compression setting on individual textures.

    Textures used for UI might need to be set to uncompressed to keep them crisp. These settings are:. Color Space A linear color space produces more realistic looking lighting. The option of linear or gamma is often stylistic. Multithreaded Rendering This should be checkedMultithreaded Rendering will move graphics API calls from the main thread to a separate worker thread.

    The effects of this will be most noticeable for applications with high CPU usage. Static Batching Static batching will combine meshes marked as static into one big mesh so long as they share the same material. When multiple meshes are batched together, they can be drawn with a single draw call. This comes at the cost of additional memory and storage space. Turning static batching on is recommended.

    unity android quality settings

    Dynamic Batching Similar to static batching, dynamic batching combines non-static meshes into one big mesh. For meshes to dynamically batch, they need to have the same material, contain less than vertex attributes this often translates to as little as verticesand not have multi-pass shaders.

    There is some CPU overhead for every vertex that is dynamically batched. Because the criteria for dynamic batching is so strict and because there is a CPU cost associated with dynamic batching, dynamic batching might need to be turned off.

    However, in most cases turning this dynamic batching on is recommended. GPU Skinning This option should be checked. Graphics Jobs Keep this option disabled. Currently, graphics jobs don't work with Dynamic batching.

    Unity101: Graphics Quality Settings

    Stereo Rendering Method When Single Pass Stereo Rendering also called Multiview is enabled, instead of duplicating draw calls for each eye buffer, objects are rendered once to the left eye buffer, then duplicated to the right buffer automatically. When an object is duplicated to the right eye buffer, the appropriate modifications for vertex position and view-dependent variables such as reflection are applied.

    This is one of the most important options and should be set to Single Pass Preview. For more info, check out the Unity documentation for single pass stereo rendering. Set the minimum API Level to at least The legacy method of requesting permissions at launch still works, but the new flow is to ask for permission when it is needed.

    Mono2x on the other hand will allow for faster iteration at the cost of runtime performance. Prebake Collision Meshes Unity computes physics meshes at load time. Checking this box will generate the meshes at build time instead. This will increase the project's build size but, decrease the load time for levels. If the apk size isn't an issue, it's a good idea to check this box. Selecting this option will load all shaders on startup.This page details the Player settings specific to the Android platform.

    For a description of the general Player settings, see the Player settings. Set the Aspect Ratio Mode for the device. You can choose from Legacy Wide Screen 1. When you choose Customthe Up To field appears.

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    Set a custom maximum screen width with the Up To property. This property is only available when Aspect Ratio Mode is set to Custom. More info See in Glossary and Android devices. This section is only visible when Default Orientation is set to Auto Rotation.

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    Because Auto Rotation changes screen orientation to match the device, you may want to limit the screen orientations allowed for example, locking a device to landscape. Above the common Splash Screen settingsyou can use the Virtual Reality Splash Image setting to specify a custom splash image for Virtual Reality A system that immerses users in an artificial 3D world of realistic images and sounds, using a headset and motion tracking. More info See in Glossary displays. Use the Android Splash Screen property to specify the texture that should be used for the Android splash screen.

    The standard size for the splash screen image is x The options are:.

    unity android quality settings

    Note: Enabling this feature may reduce performance, especially for tiled GPUs. You can choose your mono API compatibility level for all targets. Sometimes a 3rd-party. NET library uses functionality that is outside of your. NET compatibility level.

    In order to understand what is going on in such cases, and how to best fix it, try following these suggestions:.

    unity android quality settings

    Check one box that corresponds to each Log Type ErrorAssertWarningLogand Exception when running scripts A piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. Note : For security reasons, Unity does not save the passwords on this page.

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    To use an existing Keystore An Android system that lets you store cryptographic key entries for enhanced device security. More info See in Glossary :. Enable the User Proguard File to use a Proguard file to shrink and optimize your app.

    For more information, see Gradle for Android. Specify whether you want to use Proguard or Gradle Experimental for minification, or None at all. Choose one of these options from the Release and Debug drop-down menus. Selecting this option can increase build times.Discussion in ' Android ' started by RyanZimmerman87Sep 30, Search Unity. Log in Create a Unity ID. Unity Forum. Forums Quick Links. Asset Store Spring Sale starts soon! Unite Now has started! Come level up your Unity skills and knowledge.

    Joined: Dec 4, Posts: So I added Graphics Quality Settings to my game somewhat recently. The most common one is that all GUI text will just disappear completely. Other times the GUI text will turn all blocky and becomes unreadable. It also seems that shadow quality is best on the phone with "Good" quality and becomes more blocky with "Fantastic"?

    And finally it seems that certain lights like halo's or variatons of the fire asset will not display correctly and will appear as a square. The squares look like the right color or texture, but that's about the only thing working here. Also wondering if it makes any difference whether you use: QualitySettings. SetQualityLevel qualityLevel, false ; Right now I'm using the true variation on game start-up before start screen, and I use false when they do it in the options menu.

    I think iOS has some kind of script stuff to determine what kind of iOS device is running the game so you could probably easily customize settings for each generation. Is there any equivalent way to see how powerful the device is with Android? Right now I am attempting to just allow the player to set their level with the default set to "Fastest" when you delete the save.

    I've done a bit of searching and can't seem to find anything helpful so far. If anyone has experience or advice with quality settings on Android, or a link to a nice guide that would be nice! It seems the Galaxy S4 can handle the game without lag on "Fantastic" although it looks best on "Good" due to the lighting and shadow problems.

    Surprisingly the Galaxy Nexus struggles even on "Simple" which is the lowest setting with shadows. I just want to make the game future proof on Android, but I don't really know what to do can't find any good info. Last edited: Oct 8, RyanZimmerman87Sep 30, RyanZimmerman87Oct 8, Joined: Mar 14, Posts: 1, Did you ever get anywhere with this?

    I have the same issue - it seems to be that changing the antialias settings will cause all sorts of graphics corruption on some Android devices. This obviously happens when switching between quality settings that have different AA settings. It's very annoying - I just can't find a way to reliably change quality settings at runtime on android. Joined: May 10, Posts: 1,By using our site, you acknowledge that you have read and understand our Cookie PolicyPrivacy Policyand our Terms of Service.

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    The dark mode beta is finally here. Change your preferences any time. Stack Overflow for Teams is a private, secure spot for you and your coworkers to find and share information. How can i create best quality graphics in unity. When i put 3d models in game level there is white lines or dots on 3d models which looks very bad.

    I have attached the image of that 3d models. Those dots and the lines are considered Aliasing. Another really awesome thing that Unity3D has to help out with quality is it's usage of Beast Lightmapping.

    Another easy and great way to make you game look better is to use Post-Processing. There is a free asset package on Unity AssetStore. Select your camera. Add Your profile to the component. Learn more. Increase Graphics Quality unity Ask Question. Asked 6 years, 11 months ago. Active 2 years, 4 months ago. Viewed 7k times. Muhammad Bilal Muhammad Bilal 3 3 silver badges 11 11 bronze badges.

    This is more of an artistic question than what really belongs on StackOverflow, but first off, enable anti-aliasing to get rid of the god-awful jaggies. Second, change your light color to something other than pure white. Third, learn about normal mapping. Oh yeah and getting some shadows in there would help too. I agree, and would like to add that this question would be best asked on answers. Adam S. Yes you are right but on answers.

    unity android quality settings

    Active Oldest Votes. Now go back to your Post-Processing Profile and tune different variables to your liking. Sign up or log in Sign up using Google. Sign up using Facebook. Sign up using Email and Password. Post as a guest Name.

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