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This repository was archived by the owner on Nov 25, 2019. It is now read-only.
It just contains the Slippy demo.
Please leave all settings alone (not fully implemented yet) except those two:
^^ These settings are for PC only. In case you are exporting to a mobile player, reduce cached tiles and number of threads as you see fit.
I think the number of cached tiles can stay pretty high tough as this is the raw binary vector tile data and under normal circumstances they are should be pretty small - only a few KB.
I'm primarily interested in
Does it run at all on your platform of choice (Linux/Mac)? 😏
Does it work on iOS, Android? When exporting to WebGL I get: Can't add component because class 'MeshCollider' doesn't exist
On Windows from within the Unity Editor I'm seeing a constant increase in memory usage the longer I pan around. This doesn't seem to be the case with the exported Windows .exe player - except the spikes when textures are created.
Do you notice a similar memory usage?
Intermittently I also saw an error because IFileSource was null. Does this happen on your platform?
Intermittently Unity Editor crashes when stopping play mode. Does this happen on your platform?
Hey @mapbox/games
could you do me a favor and check this
unitypackage: SlippyThreaded-01.zipIt just contains the
Slippydemo.Please leave all settings alone (not fully implemented yet) except those two:
^^ These settings are for PC only. In case you are exporting to a mobile player, reduce cached tiles and number of threads as you see fit.
I think the number of cached tiles can stay pretty high tough as this is the raw binary vector tile data and under normal circumstances they
areshould be pretty small - only a few KB.I'm primarily interested in
WebGLI get:Can't add component because class 'MeshCollider' doesn't exist.exeplayer - except the spikes when textures are created.Do you notice a similar memory usage?
IFileSourcewasnull. Does this happen on your platform?