Android Logcat Viewer V2.0
独立的AndroidLogcat工具,方便查看日志,进行日志过滤,保存日志等功能。 优点: 1、快速 2、小巧,不依赖其它开发套件,可独立运行
独立的AndroidLogcat工具,方便查看日志,进行日志过滤,保存日志等功能。 优点: 1、快速 2、小巧,不依赖其它开发套件,可独立运行
Unreal Engine 4 is a powerful game development engine that provides rich functionalities to create 2D and 3D games across multiple platforms. Many people know what a game is and they play games every day, but how many of them know how to create a game? Unreal Engine technology powers hundreds of gam
使用方法:将Assetbundle目录拖到AbParse.exe上,将在源目录中产生一份Total.xlsx统计报表,Assetbundle文件有哪些冗余的,较大的文件等等这个信息将非常清晰。
This extension requires one license per seat Requires Unity 5.2.0 or higher. Component to quickly convert 3D terrain model created using 3DMax, Terragen or any other editor to Unity Terrain. Features: Supports Unity v5.2 - Unity 2018.x Unlimited number of models and terrains used in the component
Tool for converting Terrain to mesh. Offers: • Ultra fast converter. • Vertex count control. • Chunking system. • Splatmaps exporter. • Basemap exporter (diffuse and bump) *. • Heightmap exporter. • Tree exporter. • OBJ file exporter. • All above works in editor and run-time. Includes shaders for bl
让RenderDoc批量导出纹理 RenderDoc导出纹理时只能一张张导出,非常麻烦,改一下RenderDoc,效果如下
This book is designed to help you create applications and content that make the best use of Unity on mobile platforms, especially those with Mali GPUs. Chapter 1 Introduction This chapter introduces the Arm Guide for Unity Developers Optimizing Mobile Gaming Graphics. Chapter 2 Optimizing applications This chapter describes how to optimize applications in Unity. Chapter 3 Profiling your application This chapter describes profiling your application. Chapter 4 Optimization lists This chapter lists a number of optimizations for your Unity application. Chapter 5 Real time 3D art best practices: Geometry This chapter highlights some key geometry optimizations for 3D assets. Geometry optimizations can make a game both more efficient, and achieve the overall goal of getting your game to perform better on mobile platforms. Chapter 6 Real time 3D art best practices: Texturing This chapter covers several texture optimizations that can help your games to run more smoothly and look better. Chapter 7 Real time 3D art best practices: Materials and shaders This chapter covers multiple different material and shader optimizations that can help your games to run more efficiently and look better. Chapter 8 Advanced graphics techniques This chapter lists a number of advanced graphics techniques that you can use. Chapter 9 Virtual Reality This chapter describes the process of adapting an application or game to run on virtual reality hardware, and some differences in the implementation of reflections in virtual reality. Chapter 10 Advanced VR graphics techniques This chapter describes various techniques that you can use to improve the graphical performance of your Virtual Reality application. Chapter 11 Vulkan This chapter describes Vulkan and how you enable it. Chapter 12 Arm Mobile Studio This chapter describes the Graphics Analyzer and the Streamline tool.
This guide provides recommendations for efficient API usage on Mali GPUs.There are various ways to reduce CPU overheads to increase efficiency and reduce software processing costs. To reduce CPU overheads, consider using: shader compilation, pipeline creation, memory allocation, memory mapping, command pools, command buffers, descriptor sets, and layouts
Qualcomm Snapdragon Mobile Platform OpenCL General Programming and Optimization