![]() Had I known the serialization system was so slow in the editor when I started writing Rewired, I would never have used it.Ĭlick to expand.Rewired will not miss input received between frames unless the platform and input source in question relies on UnityEngine.Input and it doesn't capture them. There just is no good solution to this issue. 2) Any controller definitions anyone has made up to this point would no longer work and would have to be converted to the new system. This includes not only the editor tools, but also all UI components from UnityEngine.Editor would have to be re-written because they all rely on Unity's serialization system. This is infeasible for several reasons - 1) It would require completely rewriting and replacing all editor tools. The only possible solution to eliminate this would be to completely rewrite the data storage system and all editors to not rely on Unity's GameObject data serialization system and replace it with something else that's faster. The build is not and runs almost instantly. The Unity editor is very slow at desrializing data, adding 1-4 seconds to Play launch time depending on the system speed. ![]() ![]() This is what Unity does with all serizalized data stored in all Components in the scene when you press Play. All the controller definitions have to be deserialized when you press Play each time. ![]() It's 100% due to Unity's serialization system. There's nothing that you or I can to do reduce this time short of removing controller definitions. The delay when pressing Play in the editor however is unavoidable. This is because Unity's API updater checking all the DLLs for obsolete code. The only time build times are increased is the first time you import Rewired or when you update Rewired DLLs. There are only a handful of other scripts in the project. They don't add any time to the build process (except in the case of IL2CPP platforms because IL2CPP must convert them to c++ like every script). If you enable the “Use Crunch Compression” option in the Default tab, all the textures on Android platform will be compressed with ETC Crunch by default.Click to expand.Build times should not be affected. In order to use Crunch compression on Android, iOS and tvOS platforms, you can now select either “RGB Crunched ETC” or “RGBA Crunched ETC2” format for your textures in the inspector window. This should help you reduce the build sizes of your mobile games, and thus make it easier to comply with App Store over-the-air size limitations, ultimately letting you reach a wider audience for your content. But more importantly, the updated library is now capable of compressing ETC_RGB4 and ETC2_RGBA8 textures, which makes it possible to use Crunch compression on iOS and Android devices. The updated Crunch library, introduced in Unity 2017.3, can compress DXT textures up to 2.5 times faster, while providing about 10% better compression ratio. At the same time, Crunched textures can take quite a lot of time to compress, which is a major drawback when using Crunch (for a big project, compression of all the textures into Crunch format can take several hours in the Editor). This makes the Crunch format very efficient for distributing textures. Crunched textures not only use less space, but they can be also decompressed really fast. Textures compressed with Crunch are first decompressed to DXT and then uploaded to the GPU at runtime. In Unity 2017.3, we are introducing an updated version of the Crunch compression library. Support for Crunch texture format was first added in Unity 5.3. The original Crunch compression library, maintained by Binominal, is available on GitHub. Crunch compression helps to reduce the size of the textures in order to use less disk space and to speed up downloads. Crunch is a lossy texture compression format, which is normally used on top of DXT texture compression. ![]()
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