I inform you the correction at 13:48 "However, the screen is being drawn at a faster rate < than > when everything is processed in real time without any optimization work."
Great tutorial, even i have watched other optimization tutorials and i didn't get and understand the optimization for scene and as well the impact of lighting to the scene and models but this is the first tutorial for me which gives me good understanding of lighting and it's optimization in unity. Thanks Dear
Instant Subscribe. I've been looking for a while and this is the first video I've seen to explain batching and draw call optimizing efficiently and proficiently. Great stuff!
Thank you very much! Sorry for not making videos continuously because there are so many things going on! I will be presenting useful tutorials for you soon, so stay tuned.
Such a good video, very informative, I've never used the frame debugger before. And this just makes it very easy to understand how the rendering is done.
The quality of this video is through the roof. I like how you don't get straight to the point, but rather, show how you arrive at the conclusion by demonstrating and comparing different configurations.
Yes, it is. And also different rendering quality, especially shadows. :) The shadow quality is really poor in editor, but it is really good in the devices. :D So I always frame test on actual devices. Thank you for remind me.
It depends on your project and how many scenes in the game. The texture atlas is a kind of organizing textures for the certain scene or for the certain group of 3d objects. Before making texture atlas, you have to think or make plans how can you group textures. for example, you may make the texture for general or multi-purpose, otherwise, you have to make a separate texture atlas for props in only one scene. There are many cases how to make texture atlas, and I say again, when you finished your game DESIGN, especially the plans of 'Stage', you will know that what is the best way for making the atlas. :) Hope I give you right answer, but if you don't get it, let me know your situation.
영상 잘 봤습니다. 궁금한게 있는데요. 제가 개별로 프로젝트 하나 진행중인게 있는데 그 프로젝트를 webgl 빌드 해서 iis로 실행했는데 너무 버벅여요... 혹시 이유 가 뭔지 알 수 있을까요? 유니티 게임 화면으로 봤을때는 버벅이거나 그런게 하나도 없었는데 webgl로 빌드해서 iis로 실행만 시키면 많이 버벅거리네요..
제가 WebGL 프로젝트를 해본 경험은 없지만... 시각적 리소스, 즉 렌더링 부분에 많은 처리를 하고 있지 않은지 생각이 듭니다. 다만 프로젝트 상황을 알고 있지 않기에, 우선 해야 할 것은, 프로젝트가 버벅인다면 우선 프로파일 (Analysis / Profile)을 통해 프레임을 많이 잡아먹는 부분을 찾는것이 우선일겁니다. 프레임 드랍의 요인은 대개 Rendering 부분이 아닐까 싶습니다만, CPU 사용률이나 램을 많이 사용하는 부분도 심심치 않게 있습니다. 프레임드랍은 어디가 주 원인인지 콕 집을 순 없으므로, 프로파일을 통해 먼저 확인하심이 좋겠습니다.
@@aboutgamemaking 소중한 답변 감사합니다. 말씀대로 프로파일로 확인해보니 Rendering 부분이 프레임을 많이 잡아먹습니다. 근데 이 렌더링 부분을 잡을려면 그림자 효과나 빛 의 밝기 조절을 낮게 설정을 해야되나요? ㅠㅠ 정확히 어떤 부분을 최적화 해야될지 프로파일로 보는데도 잘 모르겠네요.
@@이준혁-e4m7d 사실 프로파일링이 그리 쉬운건 아니에요. 프로파일의 렌더링 하위 그룹을 보시면 목록이 뜰텐데, 하위 요소 중에서 어느 요소들이 비중을 많이 잡아 먹나 확인해보셔야 합니다. 혹은, 다소 무식한 방법 중 하나인데, 라이트를 사용하셨다면 라이트를 비활성화 해보시고 다시 프로파일링 하는것처럼, 특정 기능들을 하나하나 꺼보시고 테스트 해보는 것도 좋습니다. 퍼포먼스 이슈는 단번에, 단시간 내에 해결할 순 없으므로, 문제의 요인을 '추적' 해보는것이 중요합니다.
First, change the layer of the GameObject from default to something else. Second, if you select the layer settings of Light, several layers will be displayed. Just select the layer of the GameObject you just applied. The light will then only affect the object to which the specified layer is applied.
@@aboutgamemaking I mean,the floor already has the first baked light, and then there is a realtime light on it,the floor will be very bright,how to keep it as bright as it's baked and still have character shadows on it .
@@chimeng-q9j As you can see the tutorial, I used 2 lights as same as you. And the floor is little bit brighter than before applying the realtime light. The only way is I set the Intensity of the realtime Light lower than the light work for baking. Try set intensity and set other options, then you will get it. :)
I tell you my tip. First select the objects to create the texture atlas, then make them into a single object. An example would be how to select one object and attach another object. Next, unwrap the UVs of the object. One thing to be aware of is that UVs that are grouped by object must be well organized. I hope my explanation is well conveyed to you.
First, thank you for the video! It was really interesting understanding the way draw calls work. I was wondering, what about the "mixed" lighting? Is it still better to use a fully baked light + a real-time light that only affects the player&ground, or would it be more correct to only use 1 light used as a mixed one?
The choice of mixed or baked light source depends on your game background or stages. In my experience, I recommend the Baked Mode for rooms with ceilings and only artificial light sources. However, if some light flickers, for example certain light sources change the brightness and shadows in a room, the Mixed light mode may be useful. In fact, lightmaps may not be necessary if you use texture atlases and optimized polygons, as mobile devices now perform much better than before. By creating the Ambient Occlusion via Post Processing is much easier and could be saved the device's memory. Try and Test to make lightmaps with two types : Baked and Mix, you will know it which one is better for your project. Let me know after you tested. :)
I inform you the correction at 13:48
"However, the screen is being drawn at a faster rate < than >
when everything is processed in real time without any optimization work."
hey can you make a tutorial on how to combine textures of diff models like you did with cubes in editor ?
Hmm... I am not sure there are ways of combining textures via runtime.
I will find it out and let you know.
Great tutorial, even i have watched other optimization tutorials and i didn't get and understand the optimization for scene and as well the impact of lighting to the scene and models but this is the first tutorial for me which gives me good understanding of lighting and it's optimization in unity. Thanks Dear
Thank you!
I will make more tut videos about Unity optimization. :)
I appreciate the video. Remember, it doesn't matter what you sound like... It's always better than roboVoice
Thank you so much for this amazing content! Most underrated channel ever. I wish you get more exposure
Thank you for the very positive comment.
It's not easy to make each video, but I'll do my best!
Thank you again, and have a nice day! :D
@@aboutgamemaking Best of luck...😁
Instant Subscribe. I've been looking for a while and this is the first video I've seen to explain batching and draw call optimizing efficiently and proficiently. Great stuff!
I am so glad this tutorial helped you a lot.
Thank you! ,,ㅎㅅㅎ,,
I really enjoy this channel, you have a very straightforward way of presenting information and the various steps involved.
Thank you very much!
Sorry for not making videos continuously because there are so many things going on!
I will be presenting useful tutorials for you soon, so stay tuned.
Such a good video, very informative, I've never used the frame debugger before. And this just makes it very easy to understand how the rendering is done.
Thank you so much! I will Keep it Up!
absolutely God sent of a video, help me greatly on my android game. subbed.
Thank you!
Great video! I love this, it's easy to understand.
What u said was awesome and to the point. Just simply superb !!!
Thank you! I will keep it up!!
The quality of this video is through the roof. I like how you don't get straight to the point, but rather, show how you arrive at the conclusion by demonstrating and comparing different configurations.
Thank you for watching and your nice reply. :)
The tutorial has still lack of info. I will deal with this issue 'again'. :)
Great Video i have learnt so much from it
* keep in mind unity editor has a slower frame time than the actual build
Yes, it is. And also different rendering quality, especially shadows. :)
The shadow quality is really poor in editor, but it is really good in the devices. :D
So I always frame test on actual devices.
Thank you for remind me.
@@aboutgamemaking yep, it's a good comparison of how much it improves, but it's still not completely accurate. Great videos though.
@@feinthaThank you!
If you have any suggestions or even wrong points in tutorial videos, feel free and give them to me anytime. ㅎㅅㅎ
Does it work for exteriors? Thanks!
Do you mean texture atlas? Or light maps?
Thank you for this great video
I thank you for watching this video!
Great infromation brother Keep it up
Thank you! I will work harder. :D
Love your texture, any Idea where I can get it?
All of assets are made by me
Is it good to make 1 big texture atlas than multiple small textures?
It depends on your project and how many scenes in the game.
The texture atlas is a kind of organizing textures for the certain scene or for the certain group of 3d objects.
Before making texture atlas, you have to think or make plans how can you group textures.
for example, you may make the texture for general or multi-purpose, otherwise, you have to make a separate texture atlas for props in only one scene.
There are many cases how to make texture atlas, and I say again, when you finished your game DESIGN, especially the plans of 'Stage', you will know that what is the best way for making the atlas. :)
Hope I give you right answer, but if you don't get it, let me know your situation.
영상 잘 봤습니다.
궁금한게 있는데요.
제가 개별로 프로젝트 하나 진행중인게 있는데 그 프로젝트를 webgl 빌드 해서 iis로 실행했는데 너무 버벅여요... 혹시 이유 가 뭔지 알 수 있을까요?
유니티 게임 화면으로 봤을때는 버벅이거나 그런게 하나도 없었는데 webgl로 빌드해서 iis로 실행만 시키면 많이 버벅거리네요..
제가 WebGL 프로젝트를 해본 경험은 없지만... 시각적 리소스, 즉 렌더링 부분에 많은 처리를 하고 있지 않은지 생각이 듭니다. 다만 프로젝트 상황을 알고 있지 않기에, 우선 해야 할 것은,
프로젝트가 버벅인다면 우선 프로파일 (Analysis / Profile)을 통해 프레임을 많이 잡아먹는 부분을 찾는것이 우선일겁니다.
프레임 드랍의 요인은 대개 Rendering 부분이 아닐까 싶습니다만, CPU 사용률이나 램을 많이 사용하는 부분도 심심치 않게 있습니다.
프레임드랍은 어디가 주 원인인지 콕 집을 순 없으므로, 프로파일을 통해 먼저 확인하심이 좋겠습니다.
@@aboutgamemaking 소중한 답변 감사합니다. 말씀대로 프로파일로 확인해보니 Rendering 부분이 프레임을 많이 잡아먹습니다. 근데 이 렌더링 부분을 잡을려면 그림자 효과나 빛 의 밝기 조절을 낮게 설정을 해야되나요? ㅠㅠ 정확히 어떤 부분을 최적화 해야될지 프로파일로 보는데도 잘 모르겠네요.
@@이준혁-e4m7d 사실 프로파일링이 그리 쉬운건 아니에요.
프로파일의 렌더링 하위 그룹을 보시면 목록이 뜰텐데, 하위 요소 중에서 어느 요소들이 비중을 많이 잡아 먹나 확인해보셔야 합니다.
혹은, 다소 무식한 방법 중 하나인데, 라이트를 사용하셨다면 라이트를 비활성화 해보시고 다시 프로파일링 하는것처럼, 특정 기능들을 하나하나 꺼보시고 테스트 해보는 것도 좋습니다.
퍼포먼스 이슈는 단번에, 단시간 내에 해결할 순 없으므로, 문제의 요인을 '추적' 해보는것이 중요합니다.
@@aboutgamemaking 그렇군요. 한번 찾아보겠습니다. 감사합니다.
Great channel,i like it.❤
Very informative video
Nicely explained , Loved it
Thank you for watching!
Good luck to your project!
2:50 is it realtime light map
No, that time I was using real time light and shadow.
5:17 texture atlas
when the floor has 2 lights, that are too bright,how to solve this problem .
First, change the layer of the GameObject from default to something else.
Second, if you select the layer settings of Light, several layers will be displayed. Just select the layer of the GameObject you just applied.
The light will then only affect the object to which the specified layer is applied.
@@aboutgamemaking I mean,the floor already has the first baked light, and then there is a realtime light on it,the floor will be very bright,how to keep it as bright as it's baked and still have character shadows on it .
@@chimeng-q9j As you can see the tutorial, I used 2 lights as same as you.
And the floor is little bit brighter than before applying the realtime light.
The only way is I set the Intensity of the realtime Light lower than the light work for baking.
Try set intensity and set other options, then you will get it. :)
@@aboutgamemaking thanks,I'll try it.
thx hard to watch but full of good info
I thank you for watching :)
gg! great explanations!
what is the song at the beginning?
Beautiful!
I learned alot, thanks!
No, I thank you for watching. :D
Any tips on creating texture atlas for multiple objects with different shapes?
I tell you my tip.
First select the objects to create the texture atlas, then make them into a single object.
An example would be how to select one object and attach another object.
Next, unwrap the UVs of the object. One thing to be aware of is that UVs that are grouped by object must be well organized.
I hope my explanation is well conveyed to you.
Amazing!
First, thank you for the video!
It was really interesting understanding the way draw calls work.
I was wondering, what about the "mixed" lighting? Is it still better to use a fully baked light + a real-time light that only affects the player&ground, or would it be more correct to only use 1 light used as a mixed one?
The choice of mixed or baked light source depends on your game background or stages.
In my experience, I recommend the Baked Mode for rooms with ceilings and only artificial light sources. However, if some light flickers, for example certain light sources change the brightness and shadows in a room, the Mixed light mode may be useful.
In fact, lightmaps may not be necessary if you use texture atlases and optimized polygons, as mobile devices now perform much better than before. By creating the Ambient Occlusion via Post Processing is much easier and could be saved the device's memory.
Try and Test to make lightmaps with two types : Baked and Mix, you will know it which one is better for your project.
Let me know after you tested. :)
Thank you robot lady.
well explained!, love it
Thank you! :)
very helpful
I try y future in my project ❤
thabk you so much
I thank you for watching!!
I love you
Thank you for watching! :)
thats great!
THANK YOU,
test also height map its kill gpu
That is the same female computer voice as some of My favorite science and engineering videos on youtube seemingly. Haha.
Oh really? Her voice is generated from Google. :)
This is fantastic
Cursed voice ...
Oh really?? ㅠㅅㅠ
There is no way I am listening to a robot for 15 mins.
pure garbo
Thank you for such a great content!
No problem 😊
Thank you for watching!