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The settings optimization tab covers some of the important rendering configurations for a Unity project. This section can help automate and inform what settings should be changed for the best performing results.
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The settings optimization tab covers some of the important rendering configurations for a Unity project. This section can help automate and inform you of which settings should be changed for the best performing results.
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A green check icon means that an optimal value has been configured in the project/scene for this particular setting. A yellow warning icon indicates the current configuration can be improved. Clicking the associated button in a given section will auto-configure that setting in the Unity project/scene to a more optimal value.
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### Depth buffer sharing
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To improve [hologram stabilization](../hologram-Stabilization.md), developers can share the application's depth buffer which gives the platform information of where and what holograms to stabilize in the rendered scene.
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To improve [hologram stabilization](../hologram-Stabilization.md), developers can share the application's depth buffer which gives the platform information on where and what holograms to stabilize in the rendered scene.
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### Depth buffer format
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> [!NOTE]
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> If using *16-bit depth format*, stencil buffer required effects will not work because [Unity does not create a stencil buffer](https://docs.unity3d.com/ScriptReference/RenderTexture-depth.html) in this setting. Selecting *24-bit depth format* conversely will generally create an [8-bit stencil buffer](https://docs.unity3d.com/Manual/SL-Stencil.html), if applicable on the endpoint graphics platform.
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>
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> If using a [Mask component](https://docs.unity3d.com/Manual/script-Mask.html) which requires the stencil buffer, consider using [RectMask2D](https://docs.unity3d.com/Manual/script-RectMask2D.html) instead which does not require the stencil buffer and thus can be used in conjunction with a *16-bit depth format*.
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> If using a [Mask component](https://docs.unity3d.com/Manual/script-Mask.html) which requires the stencil buffer, consider using [RectMask2D](https://docs.unity3d.com/Manual/script-RectMask2D.html) instead, which does not require the stencil buffer and thus can be used in conjunction with a *16-bit depth format*.
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### Real-time Global Illumination
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## Scene analysis
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The *Scene Analysis* tab is designed to inform developers what elements currently in the scene will likely have the biggest impact on performance.
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The *Scene Analysis* tab is designed to inform developers on which elements currently in the scene will likely have the most impact on performance.
This section will examine the number of lights currently in the scene as well as any lights that should disable shadows. Shadow casting is a very expensive operation.
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This section will examine the number of lights currently in the scene, as well as any lights that should disable shadows. Shadow casting is a very expensive operation.
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### Polygon count analysis
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The tool also provides polygon count statistics. It can be very helpful to quickly identify which GameObjects have the highest polygon complexity in a given scene to target for optimizations.
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The tool also provides polygon count statistics. It can be very helpful to quickly identify which GameObjects have the highest polygon complexity in a given scene to target for optimizations.
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