Performance Improvements (#173)

* improve performance with new render settings

- fix letterboxing losing camera references

* fin in missing params?

needs testing

* finish default param check

* scale jump animation of fan club spectators

* fix missing references in a karate man method

* more liberal use of Double in conductor

beatkeeping is now absolute instead of being additive

* optimize Conductor more

reduce caching from constantly sorting tempo changes despite game manager doing it for us
moved metronome logic to LateUpdate
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minenice55 2022-09-22 22:05:04 -04:00 committed by GitHub
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commit 695f6671fb
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26 changed files with 398 additions and 248 deletions

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m_GameObject: {fileID: 1186982020}
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m_Father: {fileID: 0}
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GameObject:
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@ -38150,7 +38025,7 @@ RectTransform:
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m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 1, y: 1}
m_AnchoredPosition: {x: -0.0012207031, y: 0.000061035156}
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m_Pivot: {x: 0.5, y: 0.5}
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@ -39252,7 +39127,7 @@ MonoBehaviour:
m_EditorClassIdentifier:
MainCanvas: {fileID: 1791483802}
EditorCamera: {fileID: 2047408675}
GameLetterbox: {fileID: 89978021}
GameLetterbox: {fileID: 0}
ScreenRenderTexture: {fileID: 8400000, guid: d3f3d6ca32122da4d9e3a8e7aa2ede16, type: 2}
Screen: {fileID: 558010761}
GridGameSelector: {fileID: 1154875943}
@ -39277,6 +39152,7 @@ MonoBehaviour:
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tooltipText: {fileID: 1196204504}
fullscreen: 0
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@ -45885,7 +45761,7 @@ RectTransform:
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@ -49282,7 +49158,7 @@ RectTransform:
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@ -52665,7 +52541,7 @@ RectTransform:
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m_AnchorMax: {x: 1, y: 1}
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m_AnchoredPosition: {x: 0, y: -29.529999}
m_SizeDelta: {x: 0, y: -108.26}
m_Pivot: {x: 0.5, y: 0.5}
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@ -56143,7 +56019,7 @@ RectTransform:
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m_Pivot: {x: 0.5, y: 0.5}
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View file

@ -355,6 +355,21 @@ namespace HeavenStudio
if (!dynamicData.ContainsKey(param.propertyName))
{
type = param.parameter.GetType();
//FUTURE: attempt to convert to a new entity if a converter exists for this datamodel
//add property if it doesn't exist
if (!e.DynamicData.ContainsKey(param.propertyName))
{
Debug.LogWarning($"Property {param.propertyName} does not exist in the entity's dynamic data! Adding...");
if (type == typeof(EntityTypes.Integer))
dynamicData.Add(param.propertyName, (int)param.parameter);
else if (type == typeof(EntityTypes.Float))
dynamicData.Add(param.propertyName, (float)param.parameter);
else if (type.IsEnum && param.propertyName != "ease")
dynamicData.Add(param.propertyName, (int)param.parameter);
else
dynamicData.Add(param.propertyName, Convert.ChangeType(param.parameter, type));
continue;
}
pType = e[param.propertyName].GetType();
if (pType == type)
{

View file

@ -1,7 +1,6 @@
using System.Collections;
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Audio;
using Starpelly;
@ -21,15 +20,15 @@ namespace HeavenStudio
public float pitchedSecPerBeat => (secPerBeat / musicSource.pitch);
// Current song position, in seconds
private float songPos; // for Conductor use only
public float songPosition;
private double songPos; // for Conductor use only
public float songPosition => (float) songPos;
// Current song position, in beats
private float songPosBeat; // for Conductor use only
public float songPositionInBeats;
private double songPosBeat; // for Conductor use only
public float songPositionInBeats => (float) songPosBeat;
// Current time of the song
private float time;
private double time;
double lastAbsTime;
@ -54,7 +53,7 @@ namespace HeavenStudio
// Metronome tick sound enabled
public bool metronome = false;
public float timeSinceLastTempoChange = 0;
public float timeSinceLastTempoChange = Single.MinValue;
private bool beat;
@ -67,7 +66,7 @@ namespace HeavenStudio
public void SetBeat(float beat)
{
float secFromBeat = GetSongPosFromBeat(beat);
float secFromBeat = (float) GetSongPosFromBeat(beat);
if (musicSource.clip != null)
{
@ -79,11 +78,11 @@ namespace HeavenStudio
GameManager.instance.SetCurrentEventToClosest(beat);
songPosBeat = beat;
songPositionInBeats = songPosBeat;
}
public void Play(float beat)
{
GameManager.instance.SortEventsList();
bool negativeOffset = firstBeatOffset < 0f;
bool negativeStartTime = false;
@ -119,12 +118,12 @@ namespace HeavenStudio
if (musicStartTime < 0f)
{
musicSource.time = startPos;
musicSource.time = (float) startPos;
musicSource.PlayScheduled(AudioSettings.dspTime - firstBeatOffset / musicSource.pitch);
}
else
{
musicSource.time = musicStartTime;
musicSource.time = (float) musicStartTime;
musicSource.PlayScheduled(AudioSettings.dspTime);
}
}
@ -132,11 +131,11 @@ namespace HeavenStudio
{
if (negativeStartTime)
{
musicSource.time = startPos;
musicSource.time = (float) startPos;
}
else
{
musicSource.time = startPos + firstBeatOffset;
musicSource.time = (float) startPos + firstBeatOffset;
}
musicSource.PlayScheduled(AudioSettings.dspTime);
@ -160,7 +159,6 @@ namespace HeavenStudio
this.time = time;
songPosBeat = 0;
songPositionInBeats = 0;
isPlaying = false;
isPaused = false;
@ -171,23 +169,22 @@ namespace HeavenStudio
public void Update()
{
secPerBeat = 60f / songBpm;
if (isPlaying)
{
double absTime = Time.realtimeSinceStartupAsDouble;
float dt = (float) (absTime - lastAbsTime) * musicSource.pitch;
double dt = (absTime - lastAbsTime) * musicSource.pitch;
lastAbsTime = absTime;
time += dt;
songPos = time;
songPosition = songPos;
songPosBeat += (dt / secPerBeat);
songPositionInBeats = songPosBeat;
// songPositionInBeats = Time.deltaTime / secPerBeat;
songPosBeat = GetBeatFromSongPos(songPos - firstBeatOffset);
}
}
public void LateUpdate()
{
if (metronome)
{
if (ReportBeat(ref lastReportedBeat))
@ -200,7 +197,6 @@ namespace HeavenStudio
}
}
}
}
public bool ReportBeat(ref float lastReportedBeat, float offset = 0, bool shiftBeatToOffset = true)
{
@ -242,87 +238,60 @@ namespace HeavenStudio
return GetBeatFromPosition(position, targetBeat - margin, margin);
}
private List<Beatmap.TempoChange> GetSortedTempoChanges(Beatmap chart)
{
//iterate over all tempo changes, adding to counter
List<Beatmap.TempoChange> tempoChanges = chart.tempoChanges;
tempoChanges.Sort((x, y) => x.beat.CompareTo(y.beat)); //sorts all tempo changes by ascending time (GameManager already does this but juste en cas...)
return tempoChanges;
}
private List<DynamicBeatmap.TempoChange> GetSortedTempoChanges(DynamicBeatmap chart)
{
//iterate over all tempo changes, adding to counter
List<DynamicBeatmap.TempoChange> tempoChanges = chart.tempoChanges;
tempoChanges.Sort((x, y) => x.beat.CompareTo(y.beat)); //sorts all tempo changes by ascending time (GameManager already does this but juste en cas...)
return tempoChanges;
GameManager.instance.SortEventsList();
return GameManager.instance.Beatmap.tempoChanges;
}
public float GetSongPosFromBeat(float beat)
public double GetSongPosFromBeat(float beat)
{
var chart = GameManager.instance.Beatmap;
SetBpm(chart.bpm);
//initial counter
float counter = 0f;
double counter = 0f;
//time of last tempo change, to know how much to add to counter
float lastTempoChangeBeat = 0f;
//iterate over all tempo changes, adding to counter
var tempoChanges = GetSortedTempoChanges(chart);
foreach (var t in tempoChanges)
foreach (var t in GameManager.instance.Beatmap.tempoChanges)
{
if (t.beat > beat)
{
// this tempo change is past our requested time, abort
break;
}
// Debug.Log("tempo change at " + t.beat);
counter += (t.beat - lastTempoChangeBeat) * secPerBeat;
// Debug.Log("counter is now " + counter);
// now update to new bpm
SetBpm(t.tempo);
lastTempoChangeBeat = t.beat;
}
//passed all past tempo changes, now extrapolate from last tempo change until requested position
counter += (beat - lastTempoChangeBeat) * secPerBeat;
// Debug.Log("GetSongPosFromBeat returning " + counter);
return counter;
}
//thank you @wooningcharithri#7419 for the psuedo-code
private float BeatsToSecs(float beats, float bpm)
private double BeatsToSecs(double beats, float bpm)
{
// Debug.Log("BeatsToSecs returning " + beats / bpm * 60);
return beats / bpm * 60f;
}
private float SecsToBeats(float s, float bpm)
private double SecsToBeats(double s, float bpm)
{
// Debug.Log("SecsToBeats returning " + s / 60f / bpm);
return s / 60f * bpm;
}
public float GetBeatFromSongPos(float seconds)
public double GetBeatFromSongPos(double seconds)
{
// Debug.Log("Getting beat of seconds " + seconds);
var chart = GameManager.instance.Beatmap;
float lastTempoChangeBeat = 0f;
float lastBpm = chart.bpm;
float counterSeconds = -firstBeatOffset;
double lastTempoChangeBeat = 0f;
double counterSeconds = -firstBeatOffset;
float lastBpm = GameManager.instance.Beatmap.bpm;
var tempoChanges = GetSortedTempoChanges(chart);
foreach (var t in tempoChanges)
foreach (var t in GameManager.instance.Beatmap.tempoChanges)
{
float beatToNext = t.beat - lastTempoChangeBeat;
float secToNext = BeatsToSecs(beatToNext, lastBpm);
float nextSecs = counterSeconds + secToNext;
double beatToNext = t.beat - lastTempoChangeBeat;
double secToNext = BeatsToSecs(beatToNext, lastBpm);
double nextSecs = counterSeconds + secToNext;
// Debug.Log("nextSecs is " + nextSecs + ", seconds " + seconds);
if (nextSecs >= seconds)
break;
@ -330,9 +299,6 @@ namespace HeavenStudio
lastBpm = t.tempo;
counterSeconds = nextSecs;
}
// Debug.Log("lastTempoChangeBeat is " + lastTempoChangeBeat + ", counterSeconds is " + counterSeconds);
return lastTempoChangeBeat + SecsToBeats(seconds - counterSeconds, lastBpm);
}
//
@ -357,7 +323,7 @@ namespace HeavenStudio
public float SongLengthInBeats()
{
if (!musicSource.clip) return 0;
return GetBeatFromSongPos(musicSource.clip.length);
return (float) GetBeatFromSongPos(musicSource.clip.length);
}
public bool SongPosLessThanClipLength(float t)
@ -368,6 +334,14 @@ namespace HeavenStudio
return false;
}
public bool SongPosLessThanClipLength(double t)
{
if (musicSource.clip != null)
return t < musicSource.clip.length;
else
return false;
}
public bool NotStopped()
{
return Conductor.instance.isPlaying == true || Conductor.instance.isPaused == true;

View file

@ -21,6 +21,7 @@ namespace HeavenStudio
[Header("Components")]
public TextAsset txt;
public Camera GameCamera, CursorCam, OverlayCamera;
public GameObject GameLetterbox;
public CircleCursor CircleCursor;
[HideInInspector] public GameObject GamesHolder;
public Games.Global.Flash fade;
@ -237,7 +238,6 @@ namespace HeavenStudio
if (Conductor.instance.songPositionInBeats >= tempoChanges[currentTempoEvent])
{
Conductor.instance.SetBpm(Beatmap.tempoChanges[currentTempoEvent].tempo);
Conductor.instance.timeSinceLastTempoChange = Time.time;
currentTempoEvent++;
}
}

View file

@ -189,6 +189,21 @@ namespace HeavenStudio.Games
//coin.perfectOnly = true;
}
public void TossCoin(float beat)
{
if (coin != null) return;
//Play sound and animations
Jukebox.PlayOneShotGame("coinToss/throw");
handAnimator.Play("Throw", 0, 0);
//Game state says the hand is throwing the coin
isThrowing = true;
this.audienceReacting = false;
coin = ScheduleInput(beat, 6f, InputType.STANDARD_DOWN, CatchSuccess, CatchMiss, CatchEmpty);
//coin.perfectOnly = true;
}
public void CatchSuccess(PlayerActionEvent caller, float state)
{
Jukebox.PlayOneShotGame("coinToss/catch");

View file

@ -108,6 +108,7 @@ namespace HeavenStudio.Games.Scripts_FanClub
{
if (clappingStartTime != Single.MinValue && cond.songPositionInBeats > clappingStartTime + 2f && !stopCharge)
{
animator.speed = 1f;
animator.Play("FanClapCharge", -1, 0);
stopCharge = true;
}
@ -120,6 +121,7 @@ namespace HeavenStudio.Games.Scripts_FanClub
}
else
{
animator.speed = 1f;
animator.Play("FanFree", -1, 0);
stopBeat = false;
clappingStartTime = Single.MinValue;
@ -135,7 +137,7 @@ namespace HeavenStudio.Games.Scripts_FanClub
float yWeight = -(yMul*yMul) + 1f;
motionRoot.transform.localPosition = new Vector3(0, 3f * yWeight);
shadow.transform.localScale = new Vector3((1f-yWeight*0.8f) * 1.4f, (1f-yWeight*0.8f) * 1.4f, 1f);
animator.Play("FanJump", -1, 0);
animator.DoScaledAnimation("FanJump", jumpStartTime);
}
else
{
@ -150,6 +152,7 @@ namespace HeavenStudio.Games.Scripts_FanClub
stopBeat = false;
}
}
animator.speed = 1f;
hasJumped = false;
}
}
@ -165,6 +168,7 @@ namespace HeavenStudio.Games.Scripts_FanClub
hasJumped = false;
stopBeat = true;
jumpStartTime = -99f;
animator.speed = 1f;
animator.Play("FanClap", -1, 0);
Jukebox.PlayOneShotGame("fanClub/play_clap");
Jukebox.PlayOneShotGame("fanClub/crap_impact");
@ -219,8 +223,11 @@ namespace HeavenStudio.Games.Scripts_FanClub
public void Bop()
{
if (!stopBeat)
{
animator.speed = 1f;
animator.Play("FanBeat");
}
}
public void ClapParticle()
{

View file

@ -945,6 +945,9 @@ namespace HeavenStudio.Games
void UpdateFilterColour(Color bgColor, Color filterColor)
{
bgGradientRenderer = BGGradient.GetComponent<SpriteRenderer>();
bgBloodRenderer = BGBlood.GetComponent<SpriteRenderer>();
bgRadialRenderer = BGRadial.GetComponent<SpriteRenderer>();
Color col;
if (textureFilterType == (int) ShadowType.Tinted)
col = Color.LerpUnclamped(bgColor, ShadowBlendColor, 0.45f);

View file

@ -20,6 +20,7 @@ namespace HeavenStudio
GameObject MainCamera = Cameras.transform.GetChild(0).gameObject;
GameObject CursorCamera = Cameras.transform.GetChild(1).gameObject;
GameObject OverlayCamera = Cameras.transform.GetChild(2).gameObject;
GameObject GameLetterbox = Cameras.transform.GetChild(3).gameObject;
GameObject Cursor = Instantiate(Resources.Load<GameObject>("Prefabs/Cursor"));
Cursor.name = "Cursor";
@ -38,6 +39,7 @@ namespace HeavenStudio
gameManager.GameCamera = MainCamera.GetComponent<Camera>();
gameManager.CursorCam = CursorCamera.GetComponent<Camera>();
gameManager.OverlayCamera = OverlayCamera.GetComponent<Camera>();
gameManager.GameLetterbox = GameLetterbox;
GameObject Profiler = Instantiate(Resources.Load<GameObject>("Prefabs/GameProfiler"));
Profiler.name = "GameProfiler";

View file

@ -30,7 +30,7 @@ namespace HeavenStudio.Editor
[SerializeField] public Camera EditorCamera;
// [SerializeField] public GameObject EditorLetterbox;
[SerializeField] public GameObject GameLetterbox;
public GameObject GameLetterbox;
[Header("Rect")]
[SerializeField] private RenderTexture ScreenRenderTexture;
@ -93,6 +93,7 @@ namespace HeavenStudio.Editor
GameCamera.instance.camera.targetTexture = ScreenRenderTexture;
GameManager.instance.CursorCam.targetTexture = ScreenRenderTexture;
GameManager.instance.OverlayCamera.targetTexture = ScreenRenderTexture;
GameLetterbox = GameManager.instance.GameLetterbox;
Screen.texture = ScreenRenderTexture;
GameManager.instance.Init();

View file

@ -332,7 +332,7 @@ namespace HeavenStudio.Editor.Track
if (!Conductor.instance.isPlaying && !Conductor.instance.isPaused)
{
SongBeat.text = $"Beat {string.Format("{0:0.000}", TimelineSlider.localPosition.x)}";
SongPos.text = FormatTime(Conductor.instance.GetSongPosFromBeat(TimelineSlider.localPosition.x));
SongPos.text = FormatTime((float) Conductor.instance.GetSongPosFromBeat(TimelineSlider.localPosition.x));
}
else
{

View file

@ -1,5 +1,5 @@
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AssetBundleManifest:
AssetBundleInfos:
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@ -1,9 +1,9 @@
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CRC: 1499416464
Hashes:
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Hash: 7dbbb737179d1cc7db1edb0a31c7e1ab
TypeTreeHash:
serializedVersion: 2
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@ -1,9 +1,9 @@
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CRC: 3719062968
Hashes:
AssetFileHash:
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Hash: eee37f302cb3e8cbe079bb5500cb45ed
TypeTreeHash:
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@ -1,9 +1,9 @@
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CRC: 2386252366
Hashes:
AssetFileHash:
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Hash: 6f57f7727dc4903488ea4956307caac1
TypeTreeHash:
serializedVersion: 2
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@ -1,9 +1,9 @@
ManifestFileVersion: 0
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CRC: 1695511499
Hashes:
AssetFileHash:
serializedVersion: 2
Hash: 7de7ed1ceb30a914c04951332a09f02e
Hash: 24892cdb3bebaf86064204efdc197727
TypeTreeHash:
serializedVersion: 2
Hash: 788d5843115df613774b9a4b273d2334

View file

@ -7,6 +7,7 @@ PhysicsManager:
m_Gravity: {x: 0, y: -9.81, z: 0}
m_DefaultMaterial: {fileID: 0}
m_BounceThreshold: 2
m_DefaultMaxDepenetrationVelocity: 10
m_SleepThreshold: 0.005
m_DefaultContactOffset: 0.01
m_DefaultSolverIterations: 6
@ -17,7 +18,7 @@ PhysicsManager:
m_ClothInterCollisionDistance: 0.1
m_ClothInterCollisionStiffness: 0.2
m_ContactsGeneration: 1
m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
m_LayerCollisionMatrix: ff8fffffff8fffffff8fffffff8fffffff8fffffff8fffffff8fffffff8fffffff8fffffff8fffffff8fffffff8fffff0080ffff0080ffff0080ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
m_AutoSimulation: 1
m_AutoSyncTransforms: 0
m_ReuseCollisionCallbacks: 1

View file

@ -46,7 +46,24 @@ GraphicsSettings:
m_TransparencySortAxis: {x: 0, y: 0, z: 1}
m_DefaultRenderingPath: 1
m_DefaultMobileRenderingPath: 1
m_TierSettings: []
m_TierSettings:
- serializedVersion: 5
m_BuildTarget: 1
m_Tier: 2
m_Settings:
standardShaderQuality: 2
renderingPath: 1
hdrMode: 1
realtimeGICPUUsage: 50
useReflectionProbeBoxProjection: 1
useReflectionProbeBlending: 1
useHDR: 0
useDetailNormalMap: 1
useCascadedShadowMaps: 1
prefer32BitShadowMaps: 0
enableLPPV: 1
useDitherMaskForAlphaBlendedShadows: 1
m_Automatic: 1
m_LightmapStripping: 0
m_FogStripping: 0
m_InstancingStripping: 0

View file

@ -294,7 +294,7 @@ PlayerSettings:
- m_BuildTarget: iOSSupport
m_GraphicsJobs: 0
- m_BuildTarget: WindowsStandaloneSupport
m_GraphicsJobs: 0
m_GraphicsJobs: 1
- m_BuildTarget: XboxOnePlayer
m_GraphicsJobs: 0
- m_BuildTarget: LuminSupport
@ -587,7 +587,8 @@ PlayerSettings:
platformArchitecture: {}
scriptingBackend: {}
il2cppCompilerConfiguration: {}
managedStrippingLevel: {}
managedStrippingLevel:
Standalone: 0
incrementalIl2cppBuild: {}
suppressCommonWarnings: 1
allowUnsafeCode: 0

View file

@ -98,7 +98,7 @@ QualitySettings:
softVegetation: 0
realtimeReflectionProbes: 0
billboardsFaceCameraPosition: 0
vSyncCount: 1
vSyncCount: 0
lodBias: 0.7
maximumLODLevel: 0
streamingMipmapsActive: 0
@ -134,7 +134,7 @@ QualitySettings:
softVegetation: 1
realtimeReflectionProbes: 1
billboardsFaceCameraPosition: 1
vSyncCount: 1
vSyncCount: 0
lodBias: 1
maximumLODLevel: 0
streamingMipmapsActive: 0
@ -170,7 +170,7 @@ QualitySettings:
softVegetation: 1
realtimeReflectionProbes: 1
billboardsFaceCameraPosition: 1
vSyncCount: 1
vSyncCount: 0
lodBias: 1.5
maximumLODLevel: 0
streamingMipmapsActive: 0
@ -196,7 +196,7 @@ QualitySettings:
shadowDistance: 150
shadowNearPlaneOffset: 3
shadowCascade2Split: 0.33333334
shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667}
shadowCascade4Split: {x: 0.06666667, y: 0.19999999, z: 0.45785606}
shadowmaskMode: 1
skinWeights: 255
textureQuality: 0
@ -206,7 +206,7 @@ QualitySettings:
softVegetation: 1
realtimeReflectionProbes: 1
billboardsFaceCameraPosition: 1
vSyncCount: 1
vSyncCount: 0
lodBias: 2
maximumLODLevel: 0
streamingMipmapsActive: 0