Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by DFledermaus · Nov 25, 2014 at 12:35 AM · shaderframerateframe rate

Shader stuttering on mobile

So I'm trying to use the Easy Water shader from the asset store on Android, and it works perfectly for a few minutes before it starts "stuttering." It's sort of a massive frame-rate drop, from 50 fps to about 3 fps, and it happens very suddenly. But it's just the shader. The rest of the game runs at the full 50 fps. When this happens it doesn't recover without closing the app entirely.

The shader works by moving various textures across a surface with a static reflection cubemap. Could it be that the shader eats up the memory over time as a result of the motion? This problem doesn't happen in the Editor.

Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image MrSoad · Nov 25, 2014 at 12:56 AM 0
Share

You should contact the asset vendor about this and ask if they have a solution to your problem.

1 Reply

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by DFledermaus · Dec 19, 2014 at 11:16 PM

For anyone who finds this in the future, I contacted the creator of the asset and this was his response:

Thanks for pointing that. It's a noobie mistake. I forget to clamp the UV animation in the animate script. I've just upload a fix to the asset store. It takes some days to be approved. While this don't happen you can easily fix adding a "% 1" after the animation lines:

 ex:
 texture1UV.x = Time.time * texture1Speed.x;
 to
 texture1UV.x = Time.time * texture1Speed.x % 1;
Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

27 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Why do newer versions of Unity have problems with framerate never exceeding refresh rate despite vsync settings being turned off? 0 Answers

Real elapsed time since frame begin 1 Answer

Passing values from Shader to C# script 0 Answers

Limiting framerate on android, unity 3.5.7 0 Answers

How to force the compilation of a shader in Unity? 5 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges