Frequently Asked Questions
Will this asset work well on my device?
The asset should run on any device. Performance-wise, it depends on your project's existing GPU consumption, but here are some general rules of thumb:
- PC/Mac/Console: Should run well on almost everything except very old integrated GPU.
- Android: There are too many of them with too much difference in capability. The only way to know for sure is to test the demo on your target devices. On a very old flagship, the Samsung Galaxy S7 Edge, the demo runs at 60FPS with any setting. However, even the latest low-end phone may not run at full 60FPS well since they usually skim on GPU.
- IOS:
- Iphone: Apple A8 and later should hit 60FPS. A7 can hit 30FPS.
- Ipad: Because of the higher pixel count, you'll need to use the resolution scale features to hit 60fps on A9 and below.
The blur does not work. UI in the demo scene is just all white.
This is usually due to one of the following:
- Sometimes the editor doesn't send update events, so the effect only so up after switching to Play mode, or if you resize some windows, or change anything.
- If you're using URP, you have to do some setup, as detailed in the Universal Render Pipeline section first.
- Sometime Unity's import process breaks some random things. Try to delete the whole folder and re-import the asset.
Can I smoothly animate the blur level?
The way the blur algorithm works makes it difficult to smoothly animate the blur amount. Changing the Strength property allows for a mostly smooth interpolation of blurriness, but there will still be some abrupt jump that is noticeable when interpolating slowly at lower blur amounts.
If you just need to fade in and out, you can use the alpha component of the Color property. You can also use Canvas Group as with normal Images.