Closed luisgsoft closed 3 years ago
So, if I understand you correctly:
Are you using LWRP, URP or the builtin render pipeline? In which version of Unity editor does it work? Can you try if it works without the cinemachine vCam?
Unity 2020.9 Built in pipeline
El jue., 12 nov. 2020 20:45, Ondřej Nepožitek notifications@github.com escribió:
So, if I understand you correctly:
- fog works when you enter play mode inside the editor
- fog does not work for the main camera when you build the game for android
Are you using LWRP, URP or the builtin render pipeline? In which version of Unity editor does it work?
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2020.1.9*
El jue., 12 nov. 2020 20:51, Luis Miguel Salinas luismisalinas@gmail.com escribió:
Unity 2020.9 Built in pipeline
El jue., 12 nov. 2020 20:45, Ondřej Nepožitek notifications@github.com escribió:
So, if I understand you correctly:
- fog works when you enter play mode inside the editor
- fog does not work for the main camera when you build the game for android
Are you using LWRP, URP or the builtin render pipeline? In which version of Unity editor does it work?
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I downloaded Unity 2020.1.13f1 (the latest recommended version) to test the android build on the Minimap/FogOfWar example scenes. And it seems like everything works correctly. The fog is working both for the main camera and for the minimap camera. I used the built-in render pipeline. Moreover, the fog of war example scene works as well for me.
Can you try disabling the cinemachine vCam? I've got no experience with that so I cannot really try. Unfortunately, if I cannot reproduce your issue, it is very hard to help you.
I think that example scene is not running by my physics matrix. I'll try to disable cinemachine cam and i'll inform you about results
Thanks
El jue., 12 nov. 2020 22:54, Ondřej Nepožitek notifications@github.com escribió:
I downloaded Unity 2020.1.13f1 (the latest recommended version) to test the android build on the Minimap/FogOfWar example scenes. And it seems like everything works correctly. The fog is working both for the main camera and for the minimap camera. I used the built-in render pipeline. Moreover, the fog of war example scene works as well for me.
Can you try disabling the cinemachine vCam? I've got no experience with that so I cannot really try. Unfortunately, if I cannot reproduce your issue, it is very hard to help you.
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I left you a video: https://youtu.be/GG_NORN87QU
Here you can see: 0.Fow color is green in order to visualize clear 1-Initialize fow. Minimap ok, main camera not 2-Reload fow. Nothing happends 3.Disable fow. Main camera runs ok 4.Enable fow. Main camera freezes. Minimap runs ok, and gameplay are running in bakground. I can move player, but camera not refreshes
I've tried to remove cinemachine. Same result.
Thanks for the video!
Please try to do the following:
ZTest Always
right bellow line 17, it should look like this:
Pass {
ZTest Always
CGPROGRAM
I followed this thread - https://forum.unity.com/threads/graphics-blit-not-working-for-android.534835/ - and their issue seems similar to your issue and they said that adding this line helps. I cannot test it myself as my android phone does not have this problem.
Let me know if that helps.
Yes. This solved this issue!
Thank you!
El vie., 13 nov. 2020 a las 21:11, Ondřej Nepožitek (< notifications@github.com>) escribió:
Thanks for the video!
Please try to do the following:
- Open the Assets\Edgar\Runtime\FogOfWar\FogOfWar.shader file
Try to add ZTest Always right bellow line 17, it should look like this:
Pass { ZTest Always CGPROGRAM
I followed this thread - https://forum.unity.com/threads/graphics-blit-not-working-for-android.534835/
- and their issue seems similar to your issue and they said that adding this line helps. I cannot test it myself as my android phone does not have this problem.
Let me know if that helps.
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Great! I'll include that in the next release/hotfix.
By the way, how is the performance of the fog of war on mobiles? Is it okay?
Well, performance is improvable. Without fow, i get around 50 fps. With fow, I get around 30fps. With this performance, i'll use it only in minimap
My mobile is Xiaomi miA2 lite updated to last android version
I've got one potential performance improvement in mind. If I manage to make it work, I'll get back to you.
Perfect. Thanks a lot
El sáb., 14 nov. 2020 12:21, Ondřej Nepožitek notifications@github.com escribió:
I've got one potential performance improvement in mind. If I manage to make it work, I'll get back to you.
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I've sent you an email with 2 modified scripts - FogOfWar.cs and FogOfWarAdditionalCamera.cs. Please put these files in the Assets\Edgar\Runtime\FogOfWar folder and overwrite the old files.
Instead of the OnRenderImage hook, I now use OnPreRender and OnPostRender which should improve the performance mainly on mobile devices. On my PC, the FPS improved from circa 800 to circa 1100.
Let me know if that helps!
Performance si similar, Maybe around 5 fps more. In my mobile and game, cost of enable fog in main camera is around 15-20 fps loss
Hi! I've configured fog for dungeon and for minimap. Dungeon has fow component and minimap has fow alternative camera script In editor runs all perfect. Nice job. In android minimap runs ok, but dungeon is alwais in fog. I can walk and minimap is revealing while main camera is always in fog. If i put fog of war component in minimap camera, and remove it from main_camera, minimap runs ok too.
So the main problem is with main_camera in android. I have a cinemachine vCam running, i don't know if this can be the problem.
Ah. And fog of war example scene is not running on my unity editor (2020.1.9)