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How to lower material quality
I'm making a 3D mobile game and its running on phones pretty bad. The frame rate is low. I realised that all of my in game objects look really detailed and was wondering if there is a way to lower said quality in order to gain some performance. I also tried making a lot of gameObjects (that don't move) to static but no performance has been added. Please also share tips about how to save performance if you have any
Answer by wesleywh · Jul 04, 2021 at 06:24 PM
Materials First let's answer your question. Select the texture each material uses and lower it from the default 2048 to something lower like 512 or 256 texture size. Alpha transparency textures can be expensive on the render time so limit those as much as possible. Also the number of different materials will decrease performance. Look into UV unwrapping your object in a way that many different objects us the same material so it will reduce the total number of materials that need to be rendered.
Now let's get into the nitty gritty of optimization.
Lighting Frame rate, in my past experience, is most effected by lighting. Turn off real-time lighting in your scenes, bake as much lighting as possible, and use light probs for other dynamic lighting effects on your objects. That will be 70% of your problem.
Camera Occlusion After that, if possible, enable camera occlusion so the camera will only render what it sees so it doesn't try to render objects it doesn't see.
LODS Then optimize your gameobjects by taking advantage of the LOD component with different levels of detail for each of your objects. question. Use billboarding for extremely far objects.
Batching Use as much batching as possible by marking objects as static. There are different static objects be sure to only select what you need. Static objects much never move.
Scripts The very last thing is scripts. Reduce the number of update calls are used to increase performance.
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