# Unified Cross-Platform Development

<div><figure><img src="/files/upR4o1POBWBM6694YYsL" alt=""><figcaption><p>Normal View</p></figcaption></figure> <figure><img src="/files/9xHFOVs3oY3lVnHkyNOb" 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="/files/HsL3OkcTHSMsN7IuV3Yb" 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![](/files/Vh9HH0IfCskFH6qNDUys)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="/files/CkqYo1CWoHEFvcQVU8hz" 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="/files/caUvHvmToaq9uAEBiaGT" 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.


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