Okay so I have a new update that I'm prepping up that should address the performance issues.
*I'll release all the builds once they are all done compiling, which will take a while because I've been at this for days (actually over a week) now.
The Windows build is ready, the Linux build has been exporting for two days now (yes it actually takes that long to compile shader variants), and then I can finally export the Android build. I'd say a late October/early November release.
Due to Apple now requiring a Mac/Macbook to export/compile/build applications targeting Apple products, especially Unity applications not using Mono, the MacOS build has been completely canceled. I do not have the funds to get any Mac product. Blame Apple, not me, for their anti-consumer practices. If this weren't the case I'd have added the IPA for European iPhones.
Speaking of anti-consumer practices, Google is planning to stop side-loading unless you register with them. Given other of my projects, I will likely register with them unless it costs a substantial amount of money. For now the Android version of the game is safe until Google rolls out these changes. Then it'll depend on how they go about implementing their developer verification.
Now onto the changes you can expect:
This update removes the Toon Shaders. Unity's Toon Shaders are good but constantly glitch out in-editor and fail to compile, causing many builds to fail. I will be making my own Toon shader from scratch at a later date (as it'll help reduce the compile times caused by Unity compiling all the different versions of the URP materials).
Adaptive performance has been re-enabled. On either desktop or mobile it will detect which component (cpu or gpu) is causing a bottleneck and change the settings accordingly. From my testing, on systems with big-little cores (Intel or mobile) it will also delegate tasks between the appropriate cores. This is a Unity plug-in, so if there's any bugs I won't be able to do much besides file a bug report and wait for a patch.
I've revamped the graphics settings menu. Instead of bloating the files with different URP renderers, it now uses one renderer and preset values to toggle settings. For you this means nothing has changed. Now when you boot the game for the first time, when you reach the main menu it will run a benchmark to see what settings you can play as. The benchmark checks if you can run the game at 60FPS on desktop, or 30FPS on mobile. It will cycle through the graphics settings and automatically pick the graphics option that gives you the corresponding framerate or better. An on-screen pop up will let you know it is running. Again, this only runs on the first launch. I might add a button in the settings menu and make a more comprehensive benchmark if there is demand for it.
The Input System has been upgraded from the deprecated CrossPlatformInput API to Unity's new input system. What does this mean? You are no longer stuck using just an Xbox controller on desktop, you can now use whichever controllers are officially supported by Unity (this means basically any Xbox, PlayStation, and even Switch controllers). This means I'll be able to later add controller rumble, but due to limitations if the controller isn't an Xbox controller you will need to use it wired for rumble. This also allow me to add button remapping later on. You can also now use any controller on Android instead of the on-screen controls without a toggle.
Speaking of controls, due to rewriting a lot of the code to use the new input system, some camera control has been re-implemented. Yes, you will actually be able to move the camera. I still need to keep working on this as you can only look left and right currently and a few minor bugs remain.
Moving platforms have been revamped. This is more a thing for me to be able to better make new levels than anything, and part of me helping a friend out.
2 types of canons have been added. This, like the platforms, was due to a friend messing around with Bumper Engine and needing my help figuring some things out.
Shadow now has actual flames instead of spheres for his air shoes.
I went and fixed the spring model because it annoyed me.
Besides this, you may spot some visual bugs due to me switching everything back to the default URP materials. Report them in the bug report form in the previous post.










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