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Question by luniac · Aug 30, 2014 at 12:57 PM · fpsmobilelight

point lights too many drawcalls mobile 2d game

I noticed that when i have point lights in a 2d game, I get +2 draw calls or something for each light per each sprite which adds up to 100-1000's of draw calls very quick if i have something like 20 point lights and 20 sprites.

Is there absolutely no way around this? no way to render the sprites differently or some kind of tricks to make this work?

The reason is because my game has a flamethrower particle system and zombies that can be set on fire so each zombie on fire has to have its own light and the flamethrower itself has around 15 lights at full blast to give the illusion that the particles give off light,

It all looks very pretty and vibrant especially with a shimmering effect that you cant tell from the screenshot... but it also causes 100-1000's of drawcalls which obviously kills frame rate on mobile.

I just don't see any other way i can provide a vibrant light for each burning zombie other than using an actual light source.alt text

drawcalls.png (143.9 kB)
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avatar image luniac · Aug 31, 2014 at 01:40 PM 0
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Is there no way to fake this glow effect on Unity Free? I know there's a glow package in the asset store but it requires unity pro.

It doesn't need to be perfect! I just want a fiery glowing effect like in the screenshot.

avatar image luniac · Sep 03, 2014 at 05:15 PM 0
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is there perhaps a free 2D sprite lightmap plugin or something that would work?

avatar image Malfegor · Sep 03, 2014 at 06:54 PM 1
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It seems like you're already using particle systems, but isn't it an idea to make a glow using a ParticleSystem? I've done this in the past and it worked quite neat. Just make sure the sprite/texture used for the glow looks something like this: alt text and make sure to save it as a '.tif' for the best result. Also, had the issue with the lights one time for mobile, and your best shot is to $$anonymous$$imize the quality settings for your game. Hope this helps!

lightmask.png (36.9 kB)
avatar image luniac · Sep 06, 2014 at 02:46 PM 0
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yea i was actually thinking about making semi transparent particles behind the main fire particles that would look like a glowing effect.

I'd be more than happy to use the one you provided :)

One question though out of curiosity. Why would .tif provide the best result? I thought .png format was the best one to use, tif is really just an image container type thing.

avatar image screenname_taken · Sep 06, 2014 at 06:13 PM 0
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Unless you'd want to save layers and/or a higher bit depth than 8888, PNG would do fine. In any case, any texture format you feed to the engine, it will get converted and packed to the texture format you have set in the player settings/texture import. (ETC, DXT, PVR, ATC etc.)

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Answer by luniac · Sep 06, 2014 at 05:06 PM

Hey it worked Malfegor! I had my photoshop friend modify the image you supplied to white since he couldn't easily make the black background transparent because of the gradient, and the result in game looks pretty dam good! I could even recreate my scripted flickering effect i had before by playing around with emission and lifetime values! I used .png to save space for mobiles.

Thank you!

The modified version is attached below if anyone needs it as well :) It's invisible in the viewer because of the transparency stuffs.

alt text


new bitmap image (2).png (302.7 kB)
hallow.png (180.2 kB)
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avatar image Malfegor · Sep 06, 2014 at 06:12 PM 0
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Really glad it worked out for you! As for the curiosity thing: I'm not really much of an Artist myself, but a professional once told me .tif gives beter results, if you're looking for a particle texture; especially when you're going for a transparent particle. Good luck with the rest of the project!

avatar image vovo801 · Apr 27, 2015 at 08:44 PM 0
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Hello. I am trying to achieve the same effect in a simple 2d game for mobile to make lighting imitation. Could you please tell what settings did you use on your hallow.png sprite or texture? Which shader? What should i do to get a similar effect?

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