After trying to play them on their viewer the problem was still there, only one sound effect was playing the rest didn't, so I was getting upset for broken uploaded files. Then I had a problem where some uploaded audio files stopped working, a Linden replied to me telling me to try with their viewer, since I was running Firestorm and it runs perfectly fine. The problem solved when I increased my traffic, it was so low that it was not showing at all. Once I had a problem with my land not showing in the results, a Linden came to help me out and said that the Landing Point must be below a certain altitude for it to work. I don't know what Linden Labs did but their support is not even trustful to be honest. The game just can't keep up with the sheer amount of cruft in your cache file. More likely to be a corrupted cache, or one that is set over 512MB or 1024MB in my view. Plus there are those weird textures that the SL viewer shows that flash in and out of focus over and over without you even moving your camera. A 180 degree turn could never need to rewrite the entire 512MB of VRAM. Inside a minimal room it should not happen. I also am not sure about thrashing as being the true cause. As long as you are not shopping in the region called "Furniture", then you should be ok with 512 or 1024MB.
Your cache size should be just enough to store the region you are in/based on your draw distance, and not much more. When you cache fills the game will basically stop and every single file in your cache will be last access date/time checked to work out the oldest 10% (I think it is) which are then deleted.
So the game window will be proximately 1400x1080 on BOTH 1920x12x1080p resolutions.Īnd since you can't set the game screen size in the editor adding a script like this to your camera is perhaps smart as it always ensures your orthographic size is half your height.If you see textures repeatedly downloading, try increasing cache size. The game window will be maximized for the HEIGHT of 1080p, with 1200 having no difference (extra room for the GUI). So if the resolution is smaller, than universally those images will be that % smaller, up to a minimum resolution. However, this is for a 1920x1200 or 1920x1080p resolution monitor. So "zoomed in" is native for the image, normal is 50% size images, and zoomed out is 25% size images. "Zoomed out" where every image is probably half the size of "Normal" which is probably half the size of "Zoomed in". The images also have to adjust their size based on the game's resolution. The actual gameplay (images) of even a 1920x1200 resolution will actually be smaller than 500x500, and when "zoomed out" even smaller. In fact, the graphics need to be SMALLER on lower-res devices.īasically, I am going to make the max resolution 1920x1200, and every sprite rendered at 500x500, but the game window is resizable (automatic for lower resolutions, or custom for any) which must resize everything inside it, but also the game can be zoomed in (which results in a native size of images, being EXACTLY 500x500). I don't know why one would want images to grow bigger when resolution is shrunk. If there's a screen resize event you can probably put it there, but I haven't checked for one: Scale your quad so it's the same size as your textureĪnd since you can't set the game screen size in the editor adding a script like this to your camera is perhaps smart as it always ensures your orthographic size is half your height. (In 3ds max I set display units and system units to meters and create a 1m^2 plane for this to work)ħ. Either create a quad through script or make a 1x1 unit one in a 3d application (This makes it so 1 unit in Unity equals 1 pixel on your textures)Ħ. Set your "Orthographic Size" to your screen height / 2 Set your Camera Projection to be "Orthographicĥ. (You could probably choose a lesser mode and get the same result, I haven't tested)Ĥ. Choose "RGBA 32 bit" as your "Texture Format" (You don't need them and I think this makes your textures smaller)ģ. Choose "Advanced" as your "Texture Type" and disable "Generate Mip Maps" (This is essential for making your textures sharp)Ģ. Choose "Point" as the filter mode for your textures. I would tell you to search your problem as it has been answered hundreds of times, but seeing as I asked the same thing a while ago here's what you need to do:ġ.