-
Notifications
You must be signed in to change notification settings - Fork 11
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Working on mobile? #13
Comments
Metal on iOS is supported, So iphones and ipads. For android Vulkan support is planned, but that is like 85% of phones but even then most of these vulkan phones are mid-tier and some are low spec phones. All of these high performance renderers like Rive renderer or Vello Renderer are next generation tech which is fast on fast devices, no matter how much compatibility they claim using PLS. |
Thanks for the quick response, as I understand it, Android 2022+ that is not on a Vulkan will not work? |
Vulkan API was released around 2015, but there are low spec phones that support vulkan API but have weak processors. Rive Renderer using Rive Android checks for devices that support Pixel Local Storage if they don't is switched back to skia renderer. Point I am trying to make is, consider Rive renderer to increase efficiency and preserve battery for mobile, to do that keep number of animations low enough that if it was skia renderer it will not have frames dropping on older devices. |
@HayesGordon Does this mean decreased performance on android, or does it just mean rive not working at all? Right now im trying an embeded unity app inside flutter, using rive, and the animated rive texture gets rendered as a black motionless texture. The rest of the unity proyect works well. Any workarounds? And if not potential timescale when this could be shipped? I have tried building with both OpenGLES3 and vulkan separately |
Check vulkan compatibility on your phone with this app: Only Vulkan capable devices will be supported by rive-unity as per their docs. |
Thanks for the reply, they told me i have to switch Unity to the GL Core renderer for it to work with android. |
The Vulkan renderer for Rive is not available yet. We're anticipating it being available in the next month. On Android we've only tested OpenGL Core, although ES3 should work too. We did have someone else report issues with IL2CPP, can you try using the mono backend to see if that makes a change? |
I just tried building with mono, but unfortunately the library we are using for embeding unity into flutter, requires IL2CPP, otherwise it will not compile. |
When I have the RiveTexture.cs file including the |
I have tried building with Mono and IL2CPP to no avail. I tried putting in a delay for |
Android OpenGL ES 3.2 device fails to render rive with il2cpp or mono. Please confirm if you have any opengl es working. Any android test devices that you have tested it on. Vulkan support is keenly awaited. |
Any update on this? @Saurabh7SSR is the Vulcan support ready? |
Hi @parth-choudhary , Vulkan support for Rive in Unity is not available yet, but it is something that we're working on! @pjarnfelt If you add |
@damzobridge Are there any updates on this? Could you provide an approximate timeline for when Vulkan support might be available? Our platform's game performance is highly reliant on Vulkan, so this is critical for us. |
@surendrancj We're still actively working on this! I can't give a specific timeline yet, but we're close to having something we can share hopefully soon. |
bump
Any update @luigi-rosso |
Working on mobile?
The text was updated successfully, but these errors were encountered: