11-01-2018, 04:54 PM
(This post was last modified: 11-01-2018, 04:55 PM by josemendez.)
(02-01-2018, 06:31 PM)pstudios Wrote: Hi, I love the fluid plugin and it works great on my computer. However, on my android device which is pretty new is struggling to get through the basics of my small scale fluid animation, I would appreciate it if anyone could tell me as many steps as possible to optimize the efficiency on mobile devices (im fine with a reduction in quality as i want my project to work on as many devices as possible) any and all tips would be greatly appreciated. Thanks!
Hi there!
First of all, profile your scene in your device (trough ADB). Focusing your effort on something you're not sure its the bottleneck (could be simulation or rendering, seen both on different types of mobile devices) is generally not a good idea.
In case your bottleneck is rendering (highly likely if you're using the built-in fluid shaders, as they're meant for high-end desktops), you will need to write a simpler shader. We can help you with that if needed.
In case the problem is simulation, try to:
- Make Unity's physics timestep larger, and max timestep smaller.
- Reduce your fluid material resolution.
- Reduce the amount of density constraint iterations in your ObiSolver.
cheers!