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I solved it! Here is the process I followed: Render Lower Tiled Map Layers Render Entities Render Upper Tiled Map Layers Render Upper Tiled Map Layers to stencil buffer Render Entities using the stencil buffer with a simple color fragment shader The code. Rendering the upper map layer: // Render the top map layer normally renderer.render(layerIndeces); ...


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I suggest to create a "CharacterReflection" object in your game that updates his sprite and position based on the character's current sprite and position, and is drawn only if character is above water. I mean, in every update() call of this new object, you set the sprite to be the copy of the character's sprite and then reflect it on Y axis. The reflection ...


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As you have discovered, the iOS simulator is not for testing performance, so unfortunately there is no way of testing you app at a lower performance level. I would recommend finding an iPhone 4S/5 on eBay ($140 and $200 respectively) or finding a friend with one of these phones. (or just make sure that your app can achieve very high performance on your ...


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It won't work for all situations, but if it suits then that's great. A lot of AAA games actually just use a decal type - that is, just place an image of a ray where you want a ray to be. Usually, these are only placed far from the camera too especially when they are poor quality, but it will save the gpu some time to make calculations elsewhere and if done ...


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I'm not sure how to do this in unity specifically, but what you need to do is render the background first, apply the sun ray shader, then render the foreground on top of that.


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Here is a way to view this: Generally, games are sold with a "minimum requirements" and a "recommended requirement". This is decided by you, the developer. This means you should try your game on both of these systems, and the game should run without lagging or bugging or glitching on these setups (with the appropriate settings). What if you found set of ...



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