With more and more Android phones supporting both GLES and Vulkan, mobile game developers often face a problem, can we select which Graphics API to use when the game is launched on a specific device?
There is a common issue with sprite atlas and asset bundles before Unity 2018.4.6. That is, when using sprite atlas and asset bundle, the sprite atlas texture may be duplicated into other asset bundles. You can find the issue here. This article will discuss how to solve this issue.
The main content includes analyzing the memory management of the iOS system, using the Instrument to view the memory status of a Unity game, and using the command line tools to dig deep into the memory problems in a Unity game.
In fact, the current Android Studio already provides a good profiler tool for the Android platform.
I write this article to record the process of debugging this issue. At the same time, this article will also introduce how to use Xcode tools to debug shader code to find existing rendering bugs.
After Unity 2018.3, the new `Managed Stripping Level` option replaces the old `Stripping Level` option in the player settings. This new option is available for all platforms and both Mono and IL2CPP scripting backends. The main purpose of this feature is to reduce the size of the app by removing some unused code. It sounds great, but there is a potential side effect. How does Unity know which code is unused code?
I believe that many developers will have similar misunderstandings after seeing the name Mesh Compression. So this blog is about how to optimize Mesh in Unity to save memory, and why the Mesh Compression option is turned on, but it doesn't help memory.
A blog post about the profiling tool on the Android platform - the `Snapdragon Profiler`. Compared with its predecessor `Adreno Profiler`, Snapdragon Profiler is a substitute for the former and has added support for Vulkan. Therefore, it is recommended that you can use this tool to profile Android devices with Qualcomm chips.