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Frequently Asked Questions

Lea Hayes edited this page Oct 3, 2017 · 2 revisions

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Answers to frequently asked questions!

Is this product compatible with iOS and Android?

Yes, absolutely. Munchy Bunny! (available from app store) does in fact use this system.

Of course, the usual mobile development rules still apply, however. Where possible use the built version of your scene when deploying to mobile devices and keep the number of unique materials to a minimum to keep the number of draw calls as low as possible. Where possible use texture atlases (combine textures).

Can pooling be used to improve performance at runtime?

A custom pooling solution can be integrated into the painting/erasing of tiles (or attachments) that are instantiated from prefabs by providing your own IObjectFactory implementation. Effectively this allows you to integrate an existing solution or to implement your very own.

An object factory adding support for PoolManager by Path-o-logical Games is already available in the form of the open-source script RtsPoolManagerObjectFactory.

Can I interact with tile systems using PlayMaker?

A selection of PlayMaker actions are available from the following open-source repository RtsPlayMakerActions.

Can I hide the default grid?

The grid shown in scene views can cause confusion when working with tile systems. Fortunately this can be hidden via the Gizmos drop-down menu in the scene view:

Can I hide colliders when painting?

Yes along with any other gizmos that get in the way of your creativity. Deselect BoxCollider (along with any other undesirable gizmos) from the Gizmos drop-down menu.

How are the class libraries (DLL) used when building my project?

This product includes two DLL modules. One of these provides functionality for the Unity editor whilst the other provides components necessary to maintain a working tile system at runtime.

The editor DLL is not included in builds, but the other DLL is. If there is no requirement to maintain functional tile systems at runtime then ensure that "Strip System Components" is ticked when building your system.

The runtime DLL can be excluded from your project build manually by dragging the library into an "Editor" folder. It is essential that the DLL is relocated using the Unity editor to avoid breaking existing systems.

A number of warning messages will be presented in the editor console window at runtime for scenes that contain runtime components. See Stripping.


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