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Render targets issue on iOS devices

Open oct-test opened this issue 6 years ago • 4 comments

I am trying to integrate this project into my iOS game. When I run the build on iOS devices, I get the following crash log:

Screenshot 2020-01-11 at 10 26 38 AM

Devices on which the build crashes: iPad Air (1st gen - A7 chipset), iPhone 6s (A9 chipset), iPhone 7 Plus (A10 Fusion)

Device on which the build runs properly: iPhone X (A11 Bionic)

Unity version: 2019.2.16f1

I have the following questions:

  1. Is this a limitation of CETO water system?
  2. If no, how can I modify the code to make it run on the majority of the iOS devices?

I would appreciate any suggestions and thoughts on this topic. Thank you.

oct-test avatar Jan 13 '20 04:01 oct-test

Hi,

Ceto is not supported on mobile device. It may work on some but performance will terrible.

It looks like the error you are having is because Ceto is using a 32 bit texture and the device only supports 16 bit.

You can try searching the project for all references to TextureFormat.RGBAFloat and RenderTextureFormat.RGBAFloat and replacing them with half format. It may not work correctly with half formats however.

Scrawk avatar Jan 13 '20 04:01 Scrawk

Thank you for your reply. That solution did work and the performance is poor as you said. Do you have any suggestions/thoughts about improving the performance of the plugin on mobile devices? Which setttings of the plugin will affect the performance most?

oct-test avatar Jan 13 '20 12:01 oct-test

Keep the Fourier grid size as small as possible and render the ocean in the opaque object queue (see the manual).

Other than that theres not really much you can do. The shaders just to heavy for a mobile.

Scrawk avatar Jan 13 '20 13:01 Scrawk

Thank you for your reply. I will look into that manual and will let you know the results.

oct-test avatar Jan 14 '20 04:01 oct-test