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Unity Mobile Game Optimization Checklist

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- On Image and Text components that aren’t interacted with you can uncheck “Raycast Target” on it, as it will remove them from any Raycast calculus. - Click on your textures in your “Project” window. Click on the “Advanced” arrow, and now check “Generate Mip Maps”, Unity especially recommends it for faster texture loading time and a lower rendering time. - Set the “Shadow Cascades” to “No Cascades” (Quality settings) - If you have dynamic UI elements like a Scroll Rect with a lot of elements to visualize, a good practice is to turn off the pixel perfect check box on the canvas that contains the list and disable the items that aren’t visible on the screen. - Set all non moving objects to "Static" - Above Unity3d 2017.2 you should turn off "autoSyncTransforms" on the Physics tab - Always use Crunch Compression Low on textures - Try to keep the “Collision Detection Mode” on “Discrete” if possible, as “Dynamic” demands more performance. - You can go to the TimeManager w

[SOLVED] Firebase APNS Token not set Flutter iOS

 If you're facing issue with Firebase initialization in Flutter in spite of doing everything right. You may be missing setting the APNS token in app delegate file in xCode. You may use the following code which sets it for you and fixes Firebase init error. import UIKit import Flutter import Firebase import FirebaseMessaging @UIApplicationMain @objc class AppDelegate: FlutterAppDelegate {   override func application(     _ application: UIApplication,     didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?   ) -> Bool {              print("fb tokennnnnn: ")         FirebaseApp.configure()     GeneratedPluginRegistrant.register(with: self)     return super.application(application, didFinishLaunchingWithOptions: launchOptions)   }   override func application(_ application: UIApplication, didRegisterForRemoteNotificationsWithDeviceToken deviceToken: Data) {           Messaging.messaging().apnsToken = deviceToken    print("X__APNS: \(Stri

How to make RPC in Unreal Engine Steam Online Subsystem and EOS

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Remote Procedure Calls, also known as RPCs, are a way to call something on any other instance.  In the Unreal Engine, RPCs are used to ship events from the patron to the server, the server to the customer, or from the server to a specific group. It's important to word that RPCs cannot have a return cost. If you want to return something, you'll ought to use a seconds RPC within the contrary path. There are precise policies that RPCs observe, which are unique in the official Documentation. Some of these regulations encompass wherein the RPC must be run, such as the server instance of an Actor, on the owner of the Actor, or on all instances of the Actor. There are some necessities for RPCs. First, they must be referred to as on Actors or replicated Subobjects. The Actor (and component) have to additionally be replicated. If the server is looking an RPC to be executed on a customer, handiest the patron who owns that Actor will execute the function. Similarly, if a client is calling

How to make download file button in react js

To create a download file button in React.js, follow these steps: Import the necessary dependencies: javascript Copy code import React from 'react' ; import { saveAs } from 'file-saver' ; Create a function that handles the download action: javascript Copy code const handleDownload = ( ) => { // Create a new Blob object with the desired content const fileContent = 'This is the content of the file you want to download.' ; const blob = new Blob ([fileContent], { type : 'text/plain;charset=utf-8' }); // Use the saveAs function from the file-saver library to initiate the download saveAs (blob, 'download.txt' ); }; Create a button component and attach the handleDownload function to the button's onClick event: javascript Copy code const DownloadButton = ( ) => { return ( < button onClick = {handleDownload} > Download File </ button > ); }; Use the DownloadButton component wherever

How to fix clothes flickering in Unreal Engine 5.

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 This issue can be noticed some of the character clothes when using Paragon Characters in UE5. To fix the flickering issue, Use Self Collisions checkbox in collisions properties under the Static Mesh option of your character. Open the character model go to   Asset Details > Clothing Properties - Cloth Config - ChaosClothConfig - Collision Properties - Use Self Collisions > False

How to Convert Unreal Engine 5.1 Blueprint Project to C++ Project

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To begin, open your project in the Unreal Engine 5 or a newer version of the editor.  Next, access the New C++ Class Dialog by selecting Tools and then New C++ Class .  From there, create a new "None" class and press "Create Class."  You might receive a warning message regarding the game module compilation, but you can disregard it and choose "No."  After closing any pop-ups, warnings, or success notifications, exit the Editor.  Proceed to your project's folder, right-click on the .uproject file, and select "Generate Visual Studio project files."  Double-click your project's .sln file to open it in Visual Studio.  In Visual Studio's Solution Explorer, find and choose your project.  Select "Development Editor" in the build configuration drop-down menu.  Right-click on your project and select "Build" to compile it without any errors.  Afterward, set the build configuration drop-down menu to "Development"