I'm trying to use Unity in a Mac but the editor drops frames all the time. It shows it's rendering 330 fps but still feels laggy and dropping frames, also enemy movement is weird (I think it´s because it's dropping frames). This doesn't happen on windows (I tried both platforms). Before I used metal, and it rendered 35 - 45 fps dropping frames too. When I switched to OpenGL it went up to 330fps. I think the problem is not performance, but incompatibility of some kind. When I play the game built for Mac it works well.
Any idea of what could it be?
Statistics using OpenGL:
Statistics using Metal:
Make sure metal is enabled in the editor (not just when you export the game).
https://docs.unity3d.com/Manual/Metal.html
in old unity version metal was not enabled by default on mac and you had to use -force-gfx-metal and start the editor with terminal command line.
If it still not working I'm not sure what you can try... maybe try also to change your screen res.
Remember that Unity editor always use more resource, if the game is working fine when you export the game you can ignore the problem.
Related
I recently developed a car parking game using Unity 2018, and I was facing a lot of stutters on my Note 4. Later I turned down the device resolution to 1080p from 1440, and the stuttering was gone. I would like to know how can I detect if a device resolution is above 1080p and downscale it or if there is another better way of handling it, please let me know.
You can use Screen.SetResolution to set a specific value (do it in Awake() on some script in your first scene) and then make sure you adjust the Blit Type in Player Settings to Always or you'll run into this problem.
I have a game in Unity3D, In this game I imported some audio files that are songs, I composed them in a program called Bosca Ceoil, save it as .wav, then, I imported and edited them in Audacity, as the same, saved them as .wav, and finally imported them to Unity.
The thing here is that these audios sound distorted, like if they were to loud and kind of a robotic effect.
So I turned off the Doppler effect in the Audio Source and also in the project settings.
Its a little weird because this audios only gets distorted when I build it in my Android device, in my computer, in the editor works fine.
Also, the distorted parts are only specific ones, curiosly the parts with drums dont get distorted, all the others yes do, and this is very strange because the distorted parts are not loud.
Unity does not have a built-in compressor, which means any waveforms that add up to over 1 will distort. (This will invariably happen if you are importing high-quality and/or loud clips.)
You can use the Audio Manager in Unity’s Editor to tweak the maximum Volume of all sounds played in the scene.
but if it works in the editor it could be the below
If you are experiencing issues with sound quality, volume, distortion etc and you are running Android 5.x Lollipop please try disabling 'Nuplayer' from the developer settings. This is an experimental player Google introduced to Android and is known to cause some issues.
I am Using Unity 5.4.0f3 Personal(32bit), I developed demonstration application to display camera picture and three-dimensional AR which I acquired in Ovrvision Pro on Oculus Rift.
So I place prefabs, OVRCameraRig (view point camera) and OvrvisionSDK (Ovrvision imaging) from package ovrvision_unity5_includeOVR.unitypackage, and locate moving 3D objects. I intend an application that the 3D objects are moving in front of the video captured at Ovrvision.
Placing image
However, Ovrvision seems not to be recognized. The inspector of OvrvisionSDK says "Ovrvision status closed". And pressing [Play] button, "Ovrvision Open Error" occurs.
Ovrvision Open Error on Play
And when I connect Oculus Rift into the PC, the Unity editor crashes.
The version of Unity editor is 5.4.0f3, and the firmware version of Ovrvision Pro is 1.1, the latest.
I started developing with Unity only one and half month ago, and I may misunderstand the role of various packages and prefabs of Unity.
Best regards,
ichihara456
I am not sure if this is the solution to your problem, but I had similar issues with ovrvision (not using Unity, though). Turns out that in my case one USB port I was using was not a USB3 port (needs to be blue).
Might be worth a try...
Good luck!
I have converted my working project from Unity into Unity 5 and now the stereoscopic display doesnt work.
It seems like the stereoscopic effect doesnt work. The display is split in the middle, and the shader is applied, but it seems like there is only once camera. Like there are no eye cameras.
The weirdest thing is that everything works perfectly in the editor, but when I run it on device it seems like the cameras are disabled.
I went through and tried everything in the "known issues" in Cardboard SDK Release Notes, but nothing works.
Has anyone succesfully run a Cardboard game on Unity 5?
Yes, I have done. Mine isn't big one but has major things that can be said to be using UNITY features as well. I cant predict your problem as such but Answer to this post is certainly YES.
I don't think that anyone has posted this yet, but it appears that the SDK is currently broken in Unity 5.
From: Cardboard SDK Release Notes
Unity 5 rendering issues: As of Unity build 5.0.0f4, the following steps should be taken to fix or ameliorate any rendering issues, such as an all-black screen, flashing textures, or non-stereo views:
Enable the Development Build option in the Build dialog. This seems to fix various rendering glitches, like flashing textures.
The root cause of the rendering glitches is under analysis, with assistance from Unity.
I have also found that the app has rendering issues when it initially runs when you hit "Build and Run". Closing the app from the task switcher and restarting seems to resolve the issue.
I'm planning to benchmark the graphical performance of the Unity engine on Android.
To do that I want my application to run without any fps-limits. The problem is that I have possible encountered such a limit when using the Unity engine.
I think that Unity is somehow limiting the framerate because I've been able to run native benchmarks on my device with well above 100fps whereas an empty Unity app can't get beyond 60fps.
I have already tried setting Application.targetFrameRate to -1 and setting the project-quality settings to "Fastest". Setting the quality settings to the fastest settings should have disabled VSync which in my experience often caused a 60fps limit.
Thanks in advance