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Go to Lighting tab beside Inspector tab. Under Precomputed GI make the value of Realtime resolution to 0.02 (lower than default). It will reduce bake time. It won't look good but will work fine. You can keep auto bake off after that baking done. Better CPU will help reducing time. Dedicated graphics card helps working Unity 5 better.


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While I don't know for sure what these two games do, this is how I would do it: Have a Canvas set up with a child GameObject (which can be a prefab) holding all Game Over UI elements. This starts as disabled In the UI GameObject have a script which listens to OnEnable and fills out the relevant info (stats etc) Have a Game Controller that controls the ...


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If I would implement it in Unity I'd do a dedicated scene with a GUI to show whatever is needed. So in the main scene I would have some script not destroyed on load of a new scene (with DontDestryOnLoad(GameObject go) method) which have all the infos you want to display at the Game Over stage. You could also handle it in a whole scene with variables to ...


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There are lots way of optimization including LOD - hig and low poly object display according to camera Culling - show only camera frustam obects mesh combine - combine meshes World streamer (dividing scene into sub-scene then load/unload according to camera position) Maybe what you are talking about is the fourth option divide your scene into multiple ...


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I can't give you exact implementation details for XNA, but the general idea is to completely forget the "fullscreen mode" - it is old and outdated, and at least Windows will not perform any faster with it, as Winodws changed to a DirectX desktop with Vista (or was it Win7?). Instead, you create an "extended desktop", ie. right-click at desktop / select ...



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