Hello, we’ve been developping a 3d game which has alot of 2d aspect in it but we end up with the problem of edges looking like stairs due to aliasing. So we tried to turn on AA with a minimal use of textures and polycount in our game, the frame rate is doing well but the loading time of our levels suffer.
Is there anything we can do about this? 
It does seem a little weird that your loading time would suffer. Are you loading the entire game from scene 0?
If you put a blank level 0 in then load your game properly in scene 1, it shouldn’t try to render or stream, which I suspect might be what is happening.
From what the coders are telling me, they’re not loading the entire game from scene 0
AA should have no impact on load time as it impacts the rendered backbuffer, not what you load.
Anisotropic Filtering would impact loaded textures but AF is not available on mobile.
The only thing I could think of under what constraints AA has such impacts is if you run close to the RAM limits (VRAM is part of the RAM limit too) so the significantly higher VRAM need of the buffers due to AA is causing memory limitations.
BUT if that is the case then the GDB output in XCode if you run a debug build will tell you that cause you will likely see memory warnings
Thank you guys, that give us a clue!
Hippo, what now?
So my Scenes in Build should be 0 blank 1 main menu 2 level 1 and so forth?
If you’re on unity free, its best to make scene 0 blank + show a loading picture then just load scene 1 from there.
no on pro…so don’t do this method? There is killer wait time between main menu and first level of play…
Hip, i cant keep bugging my programmer haha so can i bug youuuuuuuuuu…
how would i make it load an image or maybe play a video while it waits.
as is it takes 35 seconds to start level from main menu
In scene 0, you just literally display a logo on a quad in an empty scene (set this up in unity editor, no code required), with a gameobject with the following code:
function start()
{
Application.LoadLevel (1);
}
…that should do the trick I think.
However you say “as is it takes 35 seconds to start level from main menu” does that mean it loads to main menu quickly? if so the above tip isn’t going to help much.
ya main menu 5 seconds… levels… wowiessss 35 seconds… kids don’t have attention spans like that… any suggestions, i see the Script Load Order, but i have no idea what that means or does lol
In my Unity it already plugs in the splash scree before main menu
do you use planes or cubes for your pictures (level select, or photos)
I use 3D textured meshes, you could use a cube or a quad or anything.
Questions:
Is the long load time on ios or android?
What version phone?
Are you sure it’s loading causing the delay and not bad setup code? To test, place a print statement in your start and watch xcode log to see how long after the game actually begins. It might not be loading, it might be that your setup is bad.
I’m loading a ton of stuff ipad, and it takes about 10 seconds. By a ton of stuff I mean 50 meg of sound and 50 meg of graphics or more.
Whoever you’re working with, if he’s the programmer, he needs to get his ass on these forums and fix this.
Long load time is on iPhone 4.
i will test now hippo thanks
iphone 4 disc access and cpu is more than fast enough (same as ipad) so this speaks to me of an issue with setup, or too many different materials constantly loading the same texture.
each scene has 8 static material all at 516x516 grass, tree prefab, road, 4 different houses.
There are about 800 grass planes, 300 road, 10 of each 4 house prefabs.
Then the Main Character has 2, all 5 enemys have 2.
Why are you using 516x516? resize them instantly, to 512x512. You’re wasting so many resources. It’s causing it to be upscaled to 1024x1024 if its 516.
Your size zones for ios are: 32, 64, 128, 256, 512, 1024 and if targetting 3gs and above, 2048. If a texture falls even one pixel above, it burns memory by allocating the next highest up.
man, sorry thats what i mean, yeah 512, sorry 512…