Hey everyone, we hope you'll enjoy this video! We'd love to hear what you'd like to see more of in the future, so please leave a comment and let us know!
I'd love a more in-depth video on the probes, in particular how to determine when one is not needed or misplaced as well as where you should consider placing them. Knowing what to look for will make it an easier task to decide to place them, and when to place them. Let's say you have a scene with a dense placement, which ones should be removed, does having two close together on opposite sides of a shadow edge work better than having one on the edge and two in the middle of the shadow, etc.
YES! Videos like this is what we need! Detailed, to the point, nothing shallow. Whoever did this video deserves a raise! Please continue making these for any other topics.
Thanks Unity for the awesome tips. Although I was already using URP in my game development, I didn't knew that so much can be done to increase performance.
@@themars2011 that actually means your built in shaders were horrible. By definition an URP shader has to be always slower than a built in one if properly coded. You were probably just using the default included shaders which are junk.
This video was really great! But it would be nice to see something like "How to make your Game look great" for both 2D and 3D. Brackeys made a Video about that but only scratched the surface in my opinion, as he himself uses much better ways to make his games look great.
"How to make your game look great" - that one video probably will never exist, as that requires multi discipline artistic skills, years of training, not only tech and post process. That can not be spoonfed
1:58 this lightmap looks horrendous. look at where the ceiling and the window-wall intersect. no indirect shadow whatsoever. the lighting is actually more convincing on the left because at least it doesn't have this glaring problem.
I think they didn't have ambient occlusion on, you can turn this setting on in the lighting window, and you can adjust direct and indirect contribution of the shadows as well. It improves the visual quality of the scene by an order of a magnitude.
@@eter_inquirer Ambient occlusion is a hack that should not be necessary. The default lightmap settings in Unity 2017-2019 produce realistic lighting and if you add the AO checkbox to that you get that typical Xbox 360 game look with dark corners. A real-time AO post effect makes sense to get indirect shadowing on dynamic objects, no lightmap or probe is going to give you that. But for the baked maps I don't believe in AO.
@@forasago Real Time AO is the way to go so long as you have the compute capability. Which is not the case for mobile platforms in which case baked AO is a great substitution versus a flat look where it looks like objects are floating on each other. So I wouldn't say it's unnecessary, it's dependant on what your use case is.
I know it was for demonstration purposes but man the post-processing effects on this sample game have just gone nuts. When he flips over to the game without post-processing it transitions from a cheap unity game to a professional looking game.
Is there an easy way to bake lighting inside Prefabs? (All lights are included in the Prefabs) Asking for a game which generates the terrain/gameworld during runtime
Can you show us how to optimize the game for mobile devices with both good graphics and good performance? This is the thing which is the most we needed. Please help...
Hi Unity, it's been said that we can bake lightmap and use occlusion culling techniques for game like TRASH DASH or SUBWAY SURFERS in with content are generated procedurally. How can we optimize this kind of game?
Google *optimize lighting mobile games* and you will come across the solution to the issue you are experiencing. It only covers lightmap baking for your issue. Not sure about occlusion culling. Also, premature optimization is the root of all evil. Brainstorm simple techniques and implement. Monitor and optimize where necessary. Don't try to find the most optimized way to do something. One suggestion I can make is to create each level as a prefab > generate those prefabs procedurally > If player is *ahead* of prefab disable it and place it in front of player. | - - - - - - - - - - - - - - | | - - - - - - - - - - - - - - - - -| | Player is on | | Prefab B | | Prefab A | | | |_ _ _ _ _ _ _ _ _ _ _ | | _ _ _ _ _ _ _ _ _ _ _ _ | | - - - - - - - - - - - - - - - - | | - - - - - - - - - - - - - - - - -| | Player is now on | | Prefab A | | Prefab B | | | |_ _ _ _ _ _ _ _ _ _ _ _ | | _ _ _ _ _ _ _ _ _ _ _ _ |
You cut your game down into modules. One module would contain a segment of the track the player has to run. You bake all the segments and just place them one after the other during runtime at random. Easy :P Subway surfer ain't really procedurally generate. Something like Minecraft would be indeed. That's where a good designer might be able to make the difference and bake light maps into an albedo map.
Hi, I wonder to ask how could I do the camera style like yours? The noise of the camera, I know you did it with cinemachine, but I get a huge bug with cinemachine, my camera is just shaking, I looked the possible solution to change rigidbody settings and update method, but that didn't help me.
I want URP with NO LIGHTING at all, just an ambient light, like early 90s 3d games. I'm trying to maximize how many things I can render... I am a DOTS/ECS master and already have 300,000 objects with collision detection and oldAi running at 30 FPS!!! But that was HDRP. I think minimalized URP, we're looking at 1.5 million objects at 30 FPS. I have research level infinite player MMORPG code, so I believe I can bring UNITY's Reputation level back to BEFORE John did some snafus because no other gaming engine can do what I'm doing with Unity. Also, can you write a shader that is FASTER than URP/UNLIT? I believe it's possible. If a Unity expert knows how to do optimized maximum performance for URP, no lighting, no shadows, no fog, just old school 90s pre lighting 3d ; texture/color tint, let me know what the shader looks like and settings.
Great Video! but i would love someone to confirm this: Either my Monitor is lacking hard or this Video has some Problems displaying the Text in his unity Editor in proper resolution, it seems blurry to me
Hey show your stuff on a 2 year old Android phone if you want to impress us. These settings wont' do jack squat without terrain splitter snd mesh creators, please stop pushing these parlor tricks and implement real change.
Every webinar tells the same things about optimization. Nothing specific... Nobody tells actually what to do and what impact it has. Only scratching the surface all the time
Uhm... isn't that why for every topic, there's a link to the docs? This is just an overview of the things you can do for optimization with URP. If you're on intermediate/expert level with Unity, you shouldn't be watching these videos after all.
Incorrect: user level has nothing to do with wrong information (draw call) and glossinig over URP caveats that'll bite you in the ass. These are easy to correct with annotation and would help users avoid costly mistakes.
Hey everyone, we hope you'll enjoy this video! We'd love to hear what you'd like to see more of in the future, so please leave a comment and let us know!
Thx
Thanks for video.
Video for Future?: Take a sample project in URP (ex: Boat Attack), Optimize it with post processing, shaders and exporting on mobile
*Same for HDRP*
I'd love a more in-depth video on the probes, in particular how to determine when one is not needed or misplaced as well as where you should consider placing them.
Knowing what to look for will make it an easier task to decide to place them, and when to place them. Let's say you have a scene with a dense placement, which ones should be removed, does having two close together on opposite sides of a shadow edge work better than having one on the edge and two in the middle of the shadow, etc.
@@UGuruz big fan from india
YES! Videos like this is what we need! Detailed, to the point, nothing shallow. Whoever did this video deserves a raise! Please continue making these for any other topics.
Sykoo did it
Thanks Unity for the awesome tips. Although I was already using URP in my game development, I didn't knew that so much can be done to increase performance.
Same tips we have heard for years, everything is mobile, why are they still focusing on towers?
Tons of new information. keep 'em coming.
New? No.
Sarcasm level 9000.
Its good that you are releasing longer and more detailed videos.
Thanks, happy you liked it!
This is such an awesome presentation of summarized areas to address for enhancing performance in URP !! Thank you.
WARNING: URP lacks blend reflection that built in has so adding multiple reflection probes in a room results in popping
URP is a MESS.
@@forasago not anymore really.
@@themars2011 it surely is, still. It is a marketing scam.
@@harrysanders818 no, we ported our game from built in to urp and it looks slightly better but it runs a lot better.
@@themars2011 that actually means your built in shaders were horrible. By definition an URP shader has to be always slower than a built in one if properly coded. You were probably just using the default included shaders which are junk.
Couldnt have asked for better results from my search, thank you so much
Wow, what perfect timing for this video. I needed this exact information and this video just happened to be posted today. Very nice!
*That's really a lot of useful information....Thanks* 👍
Nice announcer voice and nice tutorial. Thanks!
Congradulations on the IPO Were all hoping for the best!!
Unity IPO good or bad?
this video saved me and my huge university project
All u post is good, we can come back to it in the future.
finally, Thank for the video and tips @unity
Good tips tut Unity guys. Hopefully, you all make more useful tuts like this more often. Thanks for this tut.👍😃
Best tutorial I've seen for lighting so far! Good job and thanks :)
Finally!!! Great Job Unity :)
this video covered it all
the best way to optimize game without losing quality
Great tutorial!
unity is the best for the world man!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Would love to see a video on how to get the maximum graphical fidelity out of URP, with less focus on performance.
Thank you very much :)
Amazing guidelines! 😎
Cool!!!....i do everying in URP so this info is a blessing.!!
Where is the link to the URP shader stripping / SRP batcher article?
This video was really great! But it would be nice to see something like "How to make your Game look great" for both 2D and 3D. Brackeys made a Video about that but only scratched the surface in my opinion, as he himself uses much better ways to make his games look great.
"How to make your game look great" - that one video probably will never exist, as that requires multi discipline artistic skills, years of training, not only tech and post process. That can not be spoonfed
Thanks Unity ❗😊❗
Great! Thx for sharing 🤓👍❤️
1:58 this lightmap looks horrendous. look at where the ceiling and the window-wall intersect. no indirect shadow whatsoever. the lighting is actually more convincing on the left because at least it doesn't have this glaring problem.
That's true. Is it possible to bake with contact shadows, or do you need to enable Ambient Occlusion?
I think they didn't have ambient occlusion on, you can turn this setting on in the lighting window, and you can adjust direct and indirect contribution of the shadows as well. It improves the visual quality of the scene by an order of a magnitude.
@@eter_inquirer Ambient occlusion is a hack that should not be necessary. The default lightmap settings in Unity 2017-2019 produce realistic lighting and if you add the AO checkbox to that you get that typical Xbox 360 game look with dark corners. A real-time AO post effect makes sense to get indirect shadowing on dynamic objects, no lightmap or probe is going to give you that. But for the baked maps I don't believe in AO.
@@forasago Real Time AO is the way to go so long as you have the compute capability. Which is not the case for mobile platforms in which case baked AO is a great substitution versus a flat look where it looks like objects are floating on each other. So I wouldn't say it's unnecessary, it's dependant on what your use case is.
very help full
Angry Bots has been remade!
Nice 👍
I'd love to see a demo on the "Box Projection" feature for reflection probes to create planar reflections. I haven't been able to get it to work.
@@CiroContinisioUnity Good info, thanks!
I usually avoid unity tutorials because they are dry and either too over-simpkified or too obtuse. This was just right.
I know it was for demonstration purposes but man the post-processing effects on this sample game have just gone nuts. When he flips over to the game without post-processing it transitions from a cheap unity game to a professional looking game.
WARNING: SRP batching doesn't reduce draw calls, it reduces context switches, also it doesn't batch context for skin meshes...
Thanks!
Is there an easy way to bake lighting inside Prefabs? (All lights are included in the Prefabs)
Asking for a game which generates the terrain/gameworld during runtime
help
@@CiroContinisioUnity Thank you :)
Great info great.
Does occlusion static means we can't move the object real time ?
More about DOTS please !!!
1:53 ready when you are
Can you show us how to optimize the game for mobile devices with both good graphics and good performance? This is the thing which is the most we needed. Please help...
Finally unity knows what they are doing...
nice!
Hi Unity, it's been said that we can bake lightmap and use occlusion culling techniques for game like TRASH DASH or SUBWAY SURFERS in with content are generated procedurally. How can we optimize this kind of game?
Google *optimize lighting mobile games* and you will come across the solution to the issue you are experiencing. It only covers lightmap baking for your issue. Not sure about occlusion culling.
Also, premature optimization is the root of all evil. Brainstorm simple techniques and implement. Monitor and optimize where necessary. Don't try to find the most optimized way to do something.
One suggestion I can make is to create each level as a prefab > generate those prefabs procedurally > If player is *ahead* of prefab disable it and place it in front of player.
| - - - - - - - - - - - - - - | | - - - - - - - - - - - - - - - - -|
| Player is on | | Prefab B |
| Prefab A | | |
|_ _ _ _ _ _ _ _ _ _ _ | | _ _ _ _ _ _ _ _ _ _ _ _ |
| - - - - - - - - - - - - - - - - | | - - - - - - - - - - - - - - - - -|
| Player is now on | | Prefab A |
| Prefab B | | |
|_ _ _ _ _ _ _ _ _ _ _ _ | | _ _ _ _ _ _ _ _ _ _ _ _ |
You cut your game down into modules. One module would contain a segment of the track the player has to run. You bake all the segments and just place them one after the other during runtime at random. Easy :P Subway surfer ain't really procedurally generate. Something like Minecraft would be indeed. That's where a good designer might be able to make the difference and bake light maps into an albedo map.
@@Onidourou Thank you Mental
"URP was specifically optimized for real time lighting!" -> "Please bake your lights for performance!"
Me: I want to download unity 2020
My PC: Are you kidding me?
Unity 5: Excuse me
Me: Yes Yes Yes Yes! YES!
My Coding Skills: Haha
eww Unity 5 ;-;
@@duramirez XD
👍👍👍
and ... my moving character has a lightsource ... would baking still help?
Cool
Hi, I wonder to ask how could I do the camera style like yours? The noise of the camera, I know you did it with cinemachine, but I get a huge bug with cinemachine, my camera is just shaking, I looked the possible solution to change rigidbody settings and update method, but that didn't help me.
SRP Batcher is not available in URP right?
And what about the choice of shaders ? Is the different standarts shadersin URP are very differents between them for performances ?
Nice, i got 45 fps in Helio G95
I miss Pierre! :(
If only lightmap bakιng didn't take a millenia to finish...
change gpu lightmapper to gpu lightmapper in drop down
But 2D Light on mobile has bad performance
I want URP with NO LIGHTING at all, just an ambient light, like early 90s 3d games.
I'm trying to maximize how many things I can render... I am a DOTS/ECS master and already have 300,000 objects with collision detection and oldAi running at 30 FPS!!! But that was HDRP. I think minimalized URP, we're looking at 1.5 million objects at 30 FPS. I have research level infinite player MMORPG code, so I believe I can bring UNITY's Reputation level back to BEFORE John did some snafus because no other gaming engine can do what I'm doing with Unity.
Also, can you write a shader that is FASTER than URP/UNLIT? I believe it's possible.
If a Unity expert knows how to do optimized maximum performance for URP, no lighting, no shadows, no fog, just old school 90s pre lighting 3d ; texture/color tint, let me know what the shader looks like and settings.
Good Stuff, Unity channel is upping it's game, however, is it just me or is it really not a 1080p when I buffer & play at 1080p?
Guys! For performance URP or standard ??
Unreal
Is this true for VR games also?
Graham Groves
Great Video! but i would love someone to confirm this: Either my Monitor is lacking hard or this Video has some Problems displaying the Text in his unity Editor in proper resolution, it seems blurry to me
Unity IPO good or Bad?
This performance for 5x7 size rooms ( maybe ). But open world or giant places ?
use multiple scenes, LODs
but.....baking time take a long time more than a hour for any case ;)
good moment to get up from the chair and go drink a coffee or talk to some one, instead of being in the chair for hours. :P
Best way to optimize is - using UNREAL :D
@BODO TEAM CREATION tell me that you know nothing about unreal/ game dev without telling me
How i use 2D and 3D lights together ?
Its not for mobile phones.
The video Yanderedev needs but didn't watch.
😁😁😁😁😁😁😁😁😁😁
Young Susan Lee Christopher Martin Christopher
What about 2D?
🇮🇶🌹🇮🇶❣️
شدخل؟
Obito •-• ؟ وضح صديقي
قصدي تعليقك مال امه بالفيديو لا تحفيز ولا شكر ولا اي شيء 🌚
Obito •-• اها حبيبي تعليقي
اقصد بي العلم العراقي و القلب
محبتي للجميع من العراق🌹
🌹❣️🌹
بس يا اخي اتوقع ان 98% من الي يشوفون المقطع اجانب ومايدرون عن العرب 🌞
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How do YOU like it?
Hey show your stuff on a 2 year old Android phone if you want to impress us. These settings wont' do jack squat without terrain splitter snd mesh creators, please stop pushing these parlor tricks and implement real change.
Pink tree pls send help 😭😭
Every webinar tells the same things about optimization. Nothing specific... Nobody tells actually what to do and what impact it has. Only scratching the surface all the time
You cant say reflection probes is an optimization. What is it supposed to be optimizing? Raytracing I suppose LOL
Fix call of duty mobile
What's wrong with it?
why not just use raytracing becuase its way simpler
urp not good for mobile :)
This video is too basic to be useful
Uhm... isn't that why for every topic, there's a link to the docs?
This is just an overview of the things you can do for optimization with URP.
If you're on intermediate/expert level with Unity, you shouldn't be watching these videos after all.
Incorrect: user level has nothing to do with wrong information (draw call) and glossinig over URP caveats that'll bite you in the ass.
These are easy to correct with annotation and would help users avoid costly mistakes.