
https://nitter.gq/t.co/d5m2EdW6c6 The Dublin Unity User Group is gathering Irish #Unity3D devs who chat and listen to speakers on last Weds of the month. Join us!
Dublin City, Ireland
Joined September 2015
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A huge thanks to Dominique Boutin @dom3d of @DIGITgamestudio, who are currently hiring. ;)
If folks have questions on engine optimisations that would make for deep dives on @unity3d tweet us here @DublinUnityUG.
Having automated checks for scene complexity reduced optimisation time and made it clear when they had extra processing time that was going to waste.
Mechanim in @unity3d, while very usefull, is not great for UI animations as its flag system keeps over complicating things.
An intresting dead end was an attempt to use vectors for the @StarTrekFleet interface, they found that it didnt create that much of an advantage and simple gradients would slow everything down.
They went back to bitmaps.
The "overdraw budget score" is how @DIGITgamestudio made the limitations of the engine for those creating the UI of @StarTrekFleet
Fair dues to @DIGITgamestudio for overcoming such a massive challenge and being compatible with so many devices.
This is a common pitfall of high end games development on android. The device heating up is a landmine to avoid.
The answer was overheating of the phone leading to throttling the device.
You have to optimise to avoid the machine heating up.
Great advice for all devs from Dominique Boutin (@dom3d) of @DIGITgamestudio: dont rely on marketing names for optimisation. You need to break down your target further...
Optimising for the free to play android market is tricky. "You want to have minimal fiction when it comes to loading the game"
The real challenge for @DIGITgamestudio was making sure @StarTrekFleet was as close as possible to the fantastic visuals delivered by @jjabrams and @justinlin in their #StarTrek films. All on a mobile platform.

















