![]() ![]() Even with the lowest settings + retro rendering mode.īut. But, if I lower the settings, I see almost no improvement. However, when I get into large cities, like Daggerfall or Wayrest, the game runs at like 5fps. My device is a Shield TV and it runs this game pretty good with all the settings maxed out, 30fps more or less. I will leave some screenshots so you can see. ![]() And I'm using the game files you can download at the live builds page. I did not compile the apk I'm using, a friend of mine did. apk compilation had issues or something? Or maybe the build version? But there are more.Ĭould this be happening because the. At the "Add bonus points" screen and at the Save/load screen. However, I've been testing it for like 2 hours and found some issues.įirst one is that I get the error on several UI texts. I'm really happy to see DFU moving on a phone It works surprisingly well for the most part. I just made a account here just to discuss about this.įirst I wanted to thank you for this amazing work. WebGL, I didn't tried, but manual of course says no filesystem, no (un)friendly System.IO.FIles or System.IO.Directory, one thing I tried before the singleton for Paths is a virtual filesystem library, which has been very painful how I made it, resembling much the official System.IO* APIs, yet my Software Engineering professor would be proud of his student as how many design patterns I applied quickly discarded, but was working.Ī project-fit virtual filesystem library could be made, and may even be a better solution than the Singleton. Touch screen is a new thing to deal with, yet no issues with gamepads.A zip library is needed nonethless, had some issues with, as there's no official package for this version of Unity.Package naming and stuff alike must be discussed, or dictated.Code: Select all DaggerfallWorkshop.Paths to deal with, it extracts APKs to storage when a DaggerFall folder is not present, and provides paths, yet to be discussed, if ever this game should be officially ported to Android: ![]()
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