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Is it even work on Android?

Open studentutu opened this issue 4 years ago • 2 comments

I have made benchmark scenes - simple skinned mesh and dynamic batching, AniInstancer, Mash Baker. While in the editor - it works as expected, but in the real build on Android device - either mesh is too big or small or it doesn't even work! Please help!

studentutu avatar May 14 '20 16:05 studentutu

found out that AniInstancer does not marked my phone like the one who does not use dynamic batching, I've tried to make test for it and it was - the device cannot draw using DrawInstanced, so the only option is to use simple DrawMesh which will never batch the objects( strangely enough - simple scene with 50 object does batch on the device (frame debugger from Android shows draw batching)

studentutu avatar May 14 '20 19:05 studentutu

My steps to get it working on android:

  • i built the asset bundle with the package "Asset Bundle Browser"
  • placed it in streaming assets
  • load it with StartCoroutine(AnimationInstancing.AnimationManager.Instance.LoadAnimationAssetBundle(Application.streamingAssetsPath + "/animationtexture"));
  • be sure that your material has "GPU Instancing" checked

moustakakisCon avatar May 27 '20 14:05 moustakakisCon