Debugging & Performance
A few tips and tricks to help you while developing on the WRLD Unity SDK.
Reducing Memory Usage
If you do not wish read/write access to them, any meshes which are created at run-time may be discarded to save memory after they are uploaded to the GPU by setting the “Discard Meshes from memory” option in the editor or the `UploadMeshesToGPU’ config parameter. Does not apply to collision meshes.
However Logcat leads to a lot of noise since not all log messages are relevant. To filter relevant Unity, Android and Wrld messages use the following tag filter and apply it to logcat:
Crashes & Asserts
During the runtime of your app, it is possible that the application may close unexpectedly due to an assertion in the WRLD SDK. This is generally followed by a message in the logging of the runtime platform and a stack trace. If you encounter such an error, please retrieve the stack trace to find the cause.
To get the most performance from your target platform, build and package your project using a non-development build with the IL2CPP scripting backend. A development build should be used for testing and profiling only.