Our clients will continue to receive their updates with fixes and optimizations. Of course if you need to do so in the future, you can always ask us for an older release either on our download page or directly by contacting me. The change will probably take place in couple of days, and I wanted to let you know in advance, in case you'd like to backup the asset package from the asset store. Please read the details in our blog post announcement. Unfortunately as a vendor on the Asset Store we receive only aggregate sales information and cannot proactively reach out and help our customers and provide them with relevant information. We need constant feedback to improve Coherent UI, so we need to have open communication channels with our customers. In order to improve our service we decided to remove Coherent UI from Unity Asset Store and continue to provide the product only through our website. So the file size was over 200MB.Īs far as I tried to build simple project without Coherent UI, I could run the project for Android with no problem. When I build on the Windows environment, ZIP packaging didn't work well. The result is same as “Unable to find coui resources to be loaded!”. Use the "build" option in unity and install it manually on the device. However, I see the same symptom “Unable to find coui resources to be loaded!” unfortunately. Yes, I tried to export eclipse project, and had no errors. Export the project from Unity with the "google android project" checkbox from the build menu and run in eclipse Yes, I confirmed all the environment variables. Referring to the folder you installed JDK in as, you need to have the /bin folder in your PATH environment variable and set the JAVA_HOME environment variable to. > Also for Android before trying building on Windows did you add the JDK bin folder to you path variable? Java Development Kit (JDK) is required for exporting to Android. (wrapper remoting-invoke-with-check) :Start ()ĪndroidPostProcessor.StartProcess (System.String processName, System.String args) (at Assets/CoherentUI/Editor/CoherentUI/AndroidPostProcessor.cs:179)ĪndroidPostProcessor.RepackAPK (System.String pathToApk, System.String unpackedDir) (at Assets/CoherentUI/Editor/CoherentUI/AndroidPostProcessor.cs:324)ĬoherentPostProcessor.OnPostprocessBuild (BuildTarget target, System.String pathToBuiltProject) (at Assets/CoherentUI/Editor/CoherentUI/CoherentPostProcessor.cs:361) Win32Exception: ApplicationName='jarsigner', CommandLine='-sigalg MD5withRSA -digestalg SHA1 -keystore "C:/Users/kitazawa/Documents/iamhere/test1/user.keystore" -storepass orca0393 -keypass orca0393 "C:/Users/kitazawa/Documents/iamhere/test1/Assets\./Temp/CouiApkRepack\dist\test1.apk" orca production, inc.', CurrentDirectory='C:\Users\kitazawa\Documents\iamhere\test1' If I use signed keystroke, I got an error as follows. > It sounds like the post-build step did not finish successfully both for IOS and Android. ![]() Coherent UI's CPU renderer is very fast and can improve the situation. This will conserve GPU time and balance with CPU tasks. You can set the Coherent UI Views to use software rendering. In the case when the game is not VSynced, usually the main process is heavily GPU-bound, which means that there are CPU cycles to spare. But in many cases the game continues to run with over 100 FPS. That leads to lower FPS of the game itself. In this case the game loop will have to synchronize and wait for the UI frame to complete, and this has much higher impact than minimal interference by the async architecture. I understand that some users may not like that option. A lot of games prefer this solution as it also makes sure that gamers on laptops conserve battery life. ![]() Depending on your project there are 3 possible solutions: Although we've already discussed this with facepunch though our support system I'll post a reply in case somebody else has questions about vsync.Įssentially the rendering performance depends on the game, the web pages that are rendered and the hardware used.
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