However when removing the sbsar files the batches were the same give or take 5 or 10 batches and it ran fine on mobile. Our batches although high in some areas ran at around 150-350 with one area peaking in the low 700s. Our frame rate sits around a comfortable 60 fps + The overall size of the file is around 180mb but when I bring in the sbsar files it jumps up to over 400 mb. Here some of the things we noticed while trouble shooting, If you are curious about other stats just ask, I may be looking in the wrong place. If we remove them fully from the project and compile the game can be run from mobile devices. However even without the sbsar files in use in the scene the file will still crash. In efforts to isolate the issue to resolve it I found that I was able to remove all of the sbsar files from the mobile version and replace them with normal materials in unity. However when we switch to mobile, although it runs fine in unity, when the game tries to start on the phone it crashes and closes out. Most of my experience has been with using Sbsar files for Desktop and it runs fine.
I am working on a game that is being used for PC and Mobile. Thank you for the help:įirst thank you for your time and I hope one of you will be able to help me. I absolutely love your programs and I know that PBR is great for making mobile assets look better. I know that everyone over at allegorithmic is very helpful so I figured Id come straight to your community to see if you could help me resolve this issue we are having. First off let me say I have posted on Unity's forums and have had no luck receiving any responses to the issue we have had.