Animation-Instancing
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Is it even work on Android?
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!
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)
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