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I'd love a more in-depth video on the probes, in particular how to determine when one is not needed or misplaced as well as where you should consider placing them. Knowing what to look for will make it an easier task to decide to place them, and when to place them. Let's say you have a scene with a dense placement, which ones should be removed, does having two close together on opposite sides of a shadow edge work better than having one on the edge and two in the middle of the shadow, etc.
YES! Videos like this is what we need! Detailed, to the point, nothing shallow. Whoever did this video deserves a raise! Please continue making these for any other topics.
Thanks Unity for the awesome tips. Although I was already using URP in my game development, I didn't knew that so much can be done to increase performance.
@@themars2011 that actually means your built in shaders were horrible. By definition an URP shader has to be always slower than a built in one if properly coded. You were probably just using the default included shaders which are junk.
1:58 this lightmap looks horrendous. look at where the ceiling and the window-wall intersect. no indirect shadow whatsoever. the lighting is actually more convincing on the left because at least it doesn't have this glaring problem.
I think they didn't have ambient occlusion on, you can turn this setting on in the lighting window, and you can adjust direct and indirect contribution of the shadows as well. It improves the visual quality of the scene by an order of a magnitude.
@@eter_inquirer Ambient occlusion is a hack that should not be necessary. The default lightmap settings in Unity 2017-2019 produce realistic lighting and if you add the AO checkbox to that you get that typical Xbox 360 game look with dark corners. A real-time AO post effect makes sense to get indirect shadowing on dynamic objects, no lightmap or probe is going to give you that. But for the baked maps I don't believe in AO.
@@forasago Real Time AO is the way to go so long as you have the compute capability. Which is not the case for mobile platforms in which case baked AO is a great substitution versus a flat look where it looks like objects are floating on each other. So I wouldn't say it's unnecessary, it's dependant on what your use case is.
This video was really great! But it would be nice to see something like "How to make your Game look great" for both 2D and 3D. Brackeys made a Video about that but only scratched the surface in my opinion, as he himself uses much better ways to make his games look great.
"How to make your game look great" - that one video probably will never exist, as that requires multi discipline artistic skills, years of training, not only tech and post process. That can not be spoonfed
Is there an easy way to bake lighting inside Prefabs? (All lights are included in the Prefabs) Asking for a game which generates the terrain/gameworld during runtime
Hi Unity, it's been said that we can bake lightmap and use occlusion culling techniques for game like TRASH DASH or SUBWAY SURFERS in with content are generated procedurally. How can we optimize this kind of game?
Google *optimize lighting mobile games* and you will come across the solution to the issue you are experiencing. It only covers lightmap baking for your issue. Not sure about occlusion culling. Also, premature optimization is the root of all evil. Brainstorm simple techniques and implement. Monitor and optimize where necessary. Don't try to find the most optimized way to do something. One suggestion I can make is to create each level as a prefab > generate those prefabs procedurally > If player is *ahead* of prefab disable it and place it in front of player. | - - - - - - - - - - - - - - | | - - - - - - - - - - - - - - - - -| | Player is on | | Prefab B | | Prefab A | | | |_ _ _ _ _ _ _ _ _ _ _ | | _ _ _ _ _ _ _ _ _ _ _ _ | | - - - - - - - - - - - - - - - - | | - - - - - - - - - - - - - - - - -| | Player is now on | | Prefab A | | Prefab B | | | |_ _ _ _ _ _ _ _ _ _ _ _ | | _ _ _ _ _ _ _ _ _ _ _ _ |
You cut your game down into modules. One module would contain a segment of the track the player has to run. You bake all the segments and just place them one after the other during runtime at random. Easy :P Subway surfer ain't really procedurally generate. Something like Minecraft would be indeed. That's where a good designer might be able to make the difference and bake light maps into an albedo map.
I know it was for demonstration purposes but man the post-processing effects on this sample game have just gone nuts. When he flips over to the game without post-processing it transitions from a cheap unity game to a professional looking game.
Hi, I wonder to ask how could I do the camera style like yours? The noise of the camera, I know you did it with cinemachine, but I get a huge bug with cinemachine, my camera is just shaking, I looked the possible solution to change rigidbody settings and update method, but that didn't help me.
Can you show us how to optimize the game for mobile devices with both good graphics and good performance? This is the thing which is the most we needed. Please help...
Great Video! but i would love someone to confirm this: Either my Monitor is lacking hard or this Video has some Problems displaying the Text in his unity Editor in proper resolution, it seems blurry to me
Hey show your stuff on a 2 year old Android phone if you want to impress us. These settings wont' do jack squat without terrain splitter snd mesh creators, please stop pushing these parlor tricks and implement real change.
Every webinar tells the same things about optimization. Nothing specific... Nobody tells actually what to do and what impact it has. Only scratching the surface all the time
Uhm... isn't that why for every topic, there's a link to the docs? This is just an overview of the things you can do for optimization with URP. If you're on intermediate/expert level with Unity, you shouldn't be watching these videos after all.
Incorrect: user level has nothing to do with wrong information (draw call) and glossinig over URP caveats that'll bite you in the ass. These are easy to correct with annotation and would help users avoid costly mistakes.