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It is possible to replace the material used for either the terrain or the clipping volume wall.
When doing this, it is recommended to make a copy of the base shaders, which are imported as part of the NuGet package under lib\unity\map\Resources. Use the copies made of these shaders as the starting point for new materials.
Importantly, the ENABLE_ELEVATION_TEXTURE
keyword used by the shaders will need to be maintained. Certain draw calls for the terrain require an elevation texture while others do not.
It is important to note that the level of detail offset can have a large impact on performance. The trade-off being higher quality will come with a higher performance impact where the cache size will grow more quickly. Lowering the quality may be beneficial on devices that are performance constrained.
The Flat
map terrain type requires the least amount of performance overhead. Both elevation and high resolution 3D models are disabled. The map terrain surface will be flat.
Larger map dimensions will require more data to be downloaded and rendered. This will affect the overall performance of the app. It is recommended to stay with the default settings or smaller, or only increase the map dimensions on devices that are capable. Regardless, the map dimensions are clamped to a maximum size.
Creating and adding many MapPins at once, either to a MapPinLayer or as children of the MapRenderer, could be time consuming and thus cause a frame hitch. If the MapPins can be initialized and added all at startup, this may be an acceptable one time hit. However, if data is being streamed and converted to MapPins throughout the app's lifetime, consider spreading out the MapPin creation and addition over multiple frames, i.e. time slice the additions. This will help to maintain render performance.