# Unified Cross-Platform Development

<div><figure><img src="https://3751470283-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F9KuznrlYB4kqrVq5qJMd%2Fuploads%2FBEcekSefNOx9QYjr6Tov%2FPC-Mobile.png?alt=media&#x26;token=72b474c7-48c2-40b9-b145-90da02e0e220" alt=""><figcaption><p>Normal View</p></figcaption></figure> <figure><img src="https://3751470283-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F9KuznrlYB4kqrVq5qJMd%2Fuploads%2F5gXvITPpYKcQ0O2On91T%2FPC-MobileLookdev.png?alt=media&#x26;token=5c1318f4-ec52-403c-b094-0a4e689190ed" alt=""><figcaption><p>Lookdev View</p></figcaption></figure></div>

**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.

<figure><img src="https://3751470283-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F9KuznrlYB4kqrVq5qJMd%2Fuploads%2FzAjWkPehkGetMGcWAIyZ%2Fimage.png?alt=media&#x26;token=b88e3dea-66ed-4c28-9ffe-44bf3e0a0ee0" alt=""><figcaption></figcaption></figure>

{% hint style="warning" %}
Unreal Engine 5.1 has bugs related to Landscape Materials on GLES 3.1.&#x20;

Unified Cross-Platform can still be used on 5.1, but problems are expected and as such isn't officialy supported.&#x20;

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

It's highly recommended to use at least UE 5.2.
{% endhint %}

When checked, new tiles & options will be shown in the Interface. \
The tiles related to the Cross-Platform are indicated with the![](https://3751470283-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F9KuznrlYB4kqrVq5qJMd%2Fuploads%2FiIxHNSVhyB7IL9NUv3j3%2Fimage.png?alt=media\&token=c7850d72-1d45-4c95-b675-6d943a187837)icon.

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

<figure><img src="https://3751470283-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F9KuznrlYB4kqrVq5qJMd%2Fuploads%2FAfr5TMBoNhMnLZ0UQjN3%2FImportArea2.png?alt=media&#x26;token=0e0f317d-075e-440e-8748-d3c7597f5d10" alt=""><figcaption><p>The <strong>Mobile|VR</strong> button is disabled, meaning that Distance-Based UV Scaling is <strong>disabled for ES3.1 targets</strong>, <br>but <strong>remains enabled on Shader Model 5/6</strong> (Desktop).</p></figcaption></figure>

<figure><img src="https://3751470283-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F9KuznrlYB4kqrVq5qJMd%2Fuploads%2FYWeqfa4WLqmLAkp4zbEj%2Fimage.png?alt=media&#x26;token=e658b975-0b78-4a8b-a90d-be6699a9a3a4" alt=""><figcaption><p>Mobile Sampler meter : shows how many samplers are used of of the allowed 16.</p></figcaption></figure>

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.&#x20;

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