6/28/2023 0 Comments Coin dozer rulesreducing texture sizes to free up memory various other optimizations unrelated to physics (disable sound, optimize rendering) mobile diffuse shaders to save render overhead reducing the complexity of the collision mesh for both the coins and for the machine changing rigidbodies from discrete to continuous or continuous dynamic or continuous speculative reducing the size of the machine (this sort of defeats my purpose, but I've reeled it back) changing scale/size of the objects (tried tiny like real coins, but bigger works better) tweaking physics timestep and iterations counts up and down Various things I've tried include but are not limited to: I do use a lower poly mesh for the collision, but this is obviously still more costly than a primitive collider. ![]() I've tested alternatives like compound primitives (4 box colliders rotated in a certain way to represent the shape generally) but those tend to be even slower in my testing and create other different physics issues. To add to this problems overhead, I have to use mesh colliders to represent the collisions because primitives for cylinders do not exist (which I understand why that is) and the only way to get good looking results is with a mesh. I do realize this is pretty much a worst case scenario for physics because I've got a huge number of contacts that are compounding this force to push the coins forwards, and I am aware that is a costly thing to do - which I've sort of mocked up in this image: I managed to get things going decent with a higher amounts of coins, upwards of 200-500 on high end flagship devices, but older slower phones really suffered drastic FPS drops when the plate comes forward and pushes the line of newly dropped coins into the existing pile of coins. An example is the "Coin Dozer" games on the app stores. ![]() If you haven't played any of these kinds of games before, they typically have very few total coins and very small levels. I've been working on a mobile coins pusher / coin dozer style game in unity, and I have a problem I am trying to fix without scaling things way down.
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