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Question by DeadShawn · Nov 05, 2015 at 10:09 AM · renderingmobilematerialsmobileoptimization

Use different material based on target platform

I'm making a game which I intend to be cross platform. I was running into performance problems on mobile and after testing a bit found if I used the legacy mobile diffuse shader it ran significantly better.

My question is, is there a way to specify different materials based on the target platform?

I would like to use my fancy normal mapped specular for Win/Mac/Linux and mobile diffuse for iOS/Android.

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Answer by ttRevan · Nov 05, 2015 at 10:42 AM

You can use conditional compilation to include assets only for target platform:

 public class ExampleClass : MonoBehaviour {
 
 #if UNITY_EDITOR || UNITY_ANDROID
     Material androidMaterial;
 #endif
 
 #if UNITY_EDITOR || UNITY_STANDALONE
     Material standaloneMaterial;
 #endif
 
     Material material;
 
     void Start() {
 #if UNITY_EDITOR || UNITY_STANDALONE
         material = standaloneMaterial;
 #elif UNITY_ANDROID
         material = androidMaterial;
 #endif
     }
 
 }

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avatar image DeadShawn · Nov 05, 2015 at 10:06 PM 0
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Thank you very much for your response,

This does change the material at runtime. I did read that having a material assigned to the object in the prefab then changing it at runtime creates garbage which negatively impacts performance. I will perform some tests along these lines and report back as to the performance.

avatar image Jessespike DeadShawn · Nov 05, 2015 at 10:48 PM 0
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shouldn't be an issue

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