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Some shaders in AB package do not trigger the callback of ipreprocessshaders
2022-06-21 20:49:00 【UWA】
1)AB Packed yes Shader There is no trigger IPreprocessShaders The callback
2) There are many lights in the scene, resulting in a large number of non batch particle systems
3) obtain Android and iOS Unique identifier of the device
4) Used Variant Of AB The resources in the package will be judged as redundant
This is the first 302 piece UWA Push of technical knowledge sharing . Today we continue to select and develop a number of 、 Optimization related issues , Suggested reading time 10 minute , If you read it carefully, you will get something .
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Shader
Q: stay Addressable It's packed inside AB, Among them Shader Packaging does not trigger IPreprocessShaders The callback inside , What's the reason, please ?
A: Already packaged when incremental packaging Shader This callback will not be triggered , Only the newly packed Shader Will . Whether it's Addressable Packaging or other packaging methods are similar . If you need to pass IPreprocessShaders To carry out Shader Variant culling , Then it is recommended to pack the whole package again , Or set when packaging ForceRebuild.
Thank you Zong Huixuan @UWA The Q & a community provides answers , Welcome to community communication :
Use UWA AssetBundle Testing services , Found that some used Variant Of AB The resources in the package will be judged as redundant , yes Bug Do you -- UWA Question and answer | Game developer interactive Q & a community | Tiger Technology
Rendering
Q: How many lights are there in the scene , This has led to a large number of non batches of the particle system , How to optimize ?
A: Tested it , stay 2019.4.14 In the version , If multiple lights “ influence ” To the particle system , It will indeed lead to the ParticleSystem Can't be approved together , Although the rendering itself will not be right ParticleSystem Have a real impact . stay 2020.3.17 and 2021.3.4 There is no such problem in the version . For not 2020 And above Unity, Need to adjust Light Of CullingMask, Don't let it be right ParticleSystem Where Layer An impact , Then we can get the approval together . For example, particle effects in TransparentFX layer , Of the light source CullingMask This one is not included Layer that will do .
thank [email protected] The Q & a community provides answers , Welcome to community communication :
Use UWA AssetBundle Testing services , Found that some used Variant Of AB The resources in the package will be judged as redundant , yes Bug Do you -- UWA Question and answer | Game developer interactive Q & a community | Tiger Technology
Android
Q: Ask for Android and iOS The unique identifier of the device .
A1:Android There is access to IMEI The interface of . If iOS 15 Future device settings do not track , At present, it is impossible to obtain the unique device ID Of , You have to get it from other hot cloud plug-ins .
thank [email protected] The Q & a community provides answers
A2:Android It's using OAID perhaps UUID.iOS Use IDFA. It will refresh when you brush the machine or restore the factory settings ID, Some hardware level devices ID, stay iOS 5.0 The above is not allowed to obtain ,Android It is not recommended to use in higher versions .
Thank you @UWA The Q & a community provides answers
A3: Supplement the scheme upstairs , There are two ways :
- Under primary conditions ,Android have access to UUID The way ,iOS Use what you said upstairs IDFA, But you need to make your own compatible adaptation .
- Can use SDK, obtain SDK Of OpenID. This is reliable and stable , The advantage is that no compatible platform is required , But you need access to SDK.
Thanks to Liao Wuxing @UWA The Q & a community provides answers , Welcome to community communication :
Use UWA AssetBundle Testing services , Found that some used Variant Of AB The resources in the package will be judged as redundant , yes Bug Do you -- UWA Question and answer | Game developer interactive Q & a community | Tiger Technology
AssetBundle
Q: Use UWA AssetBundle Testing services , Found that some used Variant Of AB The resources in the package will be judged as redundant , yes Bug Do you ?
A: Use Variant Way to pack AB in , Resources with identical resource names will generate identical Guid, To implement its function as a resource variant , It can be replaced as needed when loading , It is generally believed that Guid The same resource is the same resource , Therefore, it may be this reason that leads to the misjudgment of redundancy . You can change the resource name or not Variant Try packing in the same way .
Thank you Zong Huixuan @UWA The Q & a community provides answers , Welcome to community communication :
Use UWA AssetBundle Testing services , Found that some used Variant Of AB The resources in the package will be judged as redundant , yes Bug Do you -- UWA Question and answer | Game developer interactive Q & a community | Tiger Technology
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