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Question by Serge144 · Mar 26, 2020 at 04:28 PM · lightingoptimizationshadowsperformance optimizationpost processing

Unity Mobile LWRP Android performance settings

I'm trying to make some optimizations on my game and i started with a good document on Unity https://docs.unity3d.com/Manual/MobileOptimizationGraphicsMethods.html

I 've read a bunch of other things but it always mentions things generally and not specifically on how to do it. The document mentions expensive performance stuff such as dynamic lighting, bumpmaps, real time shadows etc.

My questions are the following:

  1. How do i make sure dynamic lighting is disabled on my scenes? (and thus which settings is best for mobile)

  2. The only real time shadow that is being used is on my main player. Do i simply turn off the Shadows on the Mesh Renderer component or do i have to do anything else? And how can i make sure that none of the other objects are using real time shadows?

  3. The LWRP comes with a post processing stack. Which can be found as a GameObject called Post-Process Volume, and which i've already removed and don't seem to really need it, and the other part comes as a script component in the Main Camera called Post Process Layer. With what i've read, this layer can be quite expensive in performance for mobile, should this be removed aswell? If it's not that expensive, which settings would be appropriate? Thanks in advance

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