Luokat: Kaikki - memory - performance - android

jonka Mike Ton 8 vuotta sitten

381

Unity3D_Build

The text discusses various aspects of building and optimizing Unity3D projects for different platforms, such as WebPlayer, Android, and iOS. It highlights the importance of platform-dependent compilation and the distinction between runtime and editor functionalities.

Unity3D_Build

Unity3D_Build

Executable

build
size

log

make build and then check

http://docs.unity3d.com/Manual/ReducingFilesize.html

ios
Features

http://docs.unity3d.com/Manual/iphone-unsupported.html

Graphics

Movie Textures are not supported; use a full-screen streaming playback instead.

Rectangular textures can not be compressed to PVRTC formats.

??? NPOT ???

DXT texture compression is not supported; use PVRTC formats instead

Performance

http://docs.unity3d.com/Manual/iphone-Optimizing-Physics.html

http://docs.unity3d.com/Manual/iphone-InternalProfiler.html

http://docs.unity3d.com/Manual/iphone-iOS-Optimization.html

Memory

http://docs.unity3d.com/Manual/iphone-playerSizeOptimization.html

empty scene

AppStore

12 MB

code stripping

22 MB

no optimization

config

Android
Resolution and Presentation

Default Orientation

AutoRotation

false

Portrait UpsideDown

Portrait

true

Landscape Left

Landscape Right

PlayerSettings

Other

Identification

BundleIdentifier

"com.BusRide.Touch_mton"

WebPlayer
scripts that use Editor functions will fail

Web Player = Runtime only

Unity = Runtime + Editor

platform dependent compilation

#endif

...

#if UNITY_EDITOR