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cached dynamic loader has performance issues, spread tile (mesh) creation stuff in time #25

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brnkhy opened this issue Sep 2, 2016 · 7 comments
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@brnkhy
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brnkhy commented Sep 2, 2016

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@brnkhy brnkhy self-assigned this Sep 2, 2016
@bobhoskinsbrother
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bobhoskinsbrother commented Sep 6, 2016

Hey,
Has this something to do with the lack of rendering on android? I know it's not supported yet, but I tried to compile to the player to see what happens. The stock avatar renders, but the map doesn't. I also removed the buildings, but still no luck...

@brnkhy
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brnkhy commented Sep 6, 2016

Hey BobHoskinsBrother..... how's bob doing? :)
Admittedly I have no idea about the android stuff, it might be the web calls, it might be rendering or unirx.... no idea. shouldn't be a big issue really, probably a quick fix but I can hardly find time to work on this these days, working till 9pm every day (daywork). It's holiday here next week so I'll try to look into this issue then ;)
still it would be nice if you can debug and check what's going wrong (and open a new issue for android build instead of this performance issue :))

@bobhoskinsbrother
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hey man - unfortunately, Bob died :)
Don't worry about the rendering stuff - if I manage to get there first, I'll definitely patch/ pull request/ post back what I did. I don't expect you to pay your free time into a project I started 1.5 years ago, and now looks like a bad pokemon go ripoff! If I can't make it work on android i'll also open/ add to the issue.
p.s. i followed you post a while back before the release of Pokemon Go, and I eventually decided to go with mapbox with tilt enabled. I guess the options are you either go with a nice 3D map such as mapbox, and build a decent raytrace algorithm for hit/ tap detection, or you build a 3D map and work out how to do accurate GPS...
p.p.s. if the job is flogging you like that and you don't enjoy it, life is too short, and good devs are in short supply. Just sayin'...

@brnkhy
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brnkhy commented Sep 6, 2016

Thanks man, I'm looking forward to hear from you!
I didn't know about mapbox, I'll look into that as well. Someone else also suggested using it for satellite images etc.
I have a love&hate relationship with my job. It used to be awesome but also killing me these days, as we have two deadlines end of the year and both projects are in horrible state. And unfortunately there aren't any good Unity3D jobs in turkey either. It'll be quite rough next few months :(

@bobhoskinsbrother
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Hi,
I had a little look yesterday, and got it working for android, no probs.

2 steps:
In CachedDynamicTileManager, line 24
CacheFolderPath = Path.Combine(Application.dataPath, RelativeCachePath);
should be
CacheFolderPath = Path.Combine(Application.persistentDataPath, RelativeCachePath);

I also switched out all the textures to be mobile friendly (under the 'mobile' in the shaders list) and it's all working fine. I've been messing around with the original code, so when I get a little time, I'll pull a clean copy and issue a pull request...

Image on an emulator
on_android

Cheers,
Ben

@brnkhy
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brnkhy commented Sep 8, 2016

Hey Ben, awesome news!
I did some big changes again though, can you get that and merge before a pull request? It's o dev branch for now but I'll push it on master as soon as possible as well.
Thanks!

@johnsnook
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johnsnook commented Sep 11, 2016

I've got a merge request to dev branch here: dev...johnsnook:patch-1

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