PANORA|make 4.0 Docs
YouTube Tutorials
  • Introduction
    • Licenses Differences
    • 🎬 Installation
  • 🎬 Starting a new Instance
  • Interface Overview
    • 🎬 Builder Interface
      • Building Materials
      • Building Masks
        • 🎬 Filters & Noise
        • 🎬 Blending Filters & Linking Masks
        • Manual Sub-Layer Drawing
      • 🎬 Using Effects
      • 🎬Building Grass, Physical Materials & Adjustements
      • Global Features & Settings
      • 🎬 LOOKDEV View
      • Console Area
    • Builder Settings
    • Exporting/Importing Presets & Materials
    • 🎬 sRGB/RAW/Normal Color Space management
  • Setting Up Instance
    • Biomes Workflow
    • Adding Displacement
    • Making Holes in the Landscape
    • 🎬 Landscape Caching for better Performance
    • Using a Satellite Material
    • Using a Fresnel effect on the Instance
  • SCALABILITY AND CROSS-PLATFORM DEVELOPMENT
    • Performance Tips
    • Scalability Options
    • Unified Cross-Platform Development
      • ES3.1 Limitations Breakdown & Best Pratices
      • All Switches & Features for ES3.1
      • Samplers Cost Table
  • Current state
    • Frequently Asked Questions - Solving Issues
    • Known issues
    • Changelog & Releases
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  1. SCALABILITY AND CROSS-PLATFORM DEVELOPMENT

Unified Cross-Platform Development

PreviousScalability OptionsNextES3.1 Limitations Breakdown & Best Pratices

Last updated 7 months ago

Available using the "Single" Instance mode on the Studio release of PANORA|make; the Unified Cross-Platform feature is a suite of optimization options tailored-made for cross-platforms projects.

It is designed to allow the user to seamlessly design the Instance for both PC and Mobile/VR at the same time, without having to make 2 different materials.

To toggle it on, check the Use Unified Cross-Platform for this Instance checkbox in Global settings.

Unreal Engine 5.1 has bugs related to Landscape Materials on GLES 3.1.

Unified Cross-Platform can still be used on 5.1, but problems are expected and as such isn't officialy supported.

  • Manual Sub-Layer painting doesn't work on GLES 3.1

It's highly recommended to use at least UE 5.2.

An Other Platforms scalability option and Mobile Sampler meter will also appear for supported settings, allowing to disable the feature on low-end targets.

The Unified Cross-Platform features offers a lot of switches to disable features exclusively on Mobile to help keeping as much performance as possible, while staying under the hard 16 samplers limit.

The next page explains all the Switches & features available for ES3.1 rendering.

When checked, new tiles & options will be shown in the Interface. The tiles related to the Cross-Platform are indicated with theicon.

Normal View
Lookdev View
The Mobile|VR button is disabled, meaning that Distance-Based UV Scaling is disabled for ES3.1 targets, but remains enabled on Shader Model 5/6 (Desktop).
Mobile Sampler meter : shows how many samplers are used of of the allowed 16.