How to crop particle effects in ScrollView

1) How ScrollView crops particle effects
2) Unreal cannot use the Stat command to obtain the GPU Thread time consumption on mobile devices
3) How to see the culling results within the camera field of view in Unity


This is the 354th UWA technical knowledge sharing push. It selects hot topics in the UWA community and covers UWA Q&A, community posts and other technical knowledge points to help everyone master and learn more comprehensively.

Rendering

Q: I wanted to use template testing to achieve the cropping effect, but the test found that the ScrollView's Mask would reset the template test at the end, as shown below:

As a result, Draw Dynmic Particle System cannot pass the template test and cannot take effect. How do you deal with it?

The current solution that comes to mind is: do another template test when rendering particles, and then reset after rendering.

A: You can refer to the article "Solution to the cutting, masking, and hierarchical problems of Unity particles in the UI interface (ScrollView cutting, Mask, and UI particle hierarchical relationship)" .

Thanks to No Hiccups @UWA Q&A Community for providing the answer


Platform

Q: I entered the Stat Unit command on my mobile device Android and the result showed:

Frame:42.33ms
Game:24.22ms
Draw:42.22ms
RHIT:25.00ms
Mem:1.96GB
Draws:496
Prims:545.33KB

Why is there no GPU time-consuming display? What could be the reason?

A: Stat Unit cannot display GPU information on mobile platforms. You can use third-party tools to analyze the GPU.

Thanks to the Saber@UWA Q&A community for providing the answer


Script

Q: How to see objects within the camera's field of view in Unity? Similar to the FreezenRendering function of Unreal Engine, it facilitates and quickly locates the frustum culling.

A1: 1) If "UE's freeze rendering" refers to UE's FreezeRendering, you can refer to "Visibility and Occlusion Culling" .

2) If you use Unity, you can refer to "[Unity] Performance Optimization - Frustum Culling (1)" .

Thanks to Jackie@UWA Q&A community for providing the answer

A2: You can use the Hide and Show interfaces of SceneVisibilityManager, plus the camera clipping surface related API mentioned above to write a piece of code to implement it.

Thanks to Ou Yuesong @UWA Q&A community for providing the answer

The cover picture comes from the Internet


That’s it for today’s sharing. Life has limits but knowledge has no limits. In the long development cycle, the problems we encountered are just the tip of the iceberg. The UWA community is willing to accompany you to explore and share together. More developers are welcome to join the UWA community.

UWA official website: www.uwa4d.com
UWA community: community.uwa4d.com

 

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Origin blog.csdn.net/UWA4D/article/details/133171887