Mobile rendering limitations

See also 3D rendering limitations also apply to mobile platforms. .mobile feature tag suffix. One of the most notable changes on mobile that will affect 3D projects is that lighting is done per-vertex instead of per-pixel. This improves performance a lot, but can break rendering in some scenes, especially if your meshes aren’t sufficiently subdivided for per-vertex lighting to look good. This can be disabled in the Project Settings at a performance cost (see below). rendering/gles2/compatibility/enable_high_float.Android project setting, but this has a significant performance cost and won’t work on all devices. The following project settings have mobile-specific overrides: ProjectSettings class documentation for more information on those setting overrides. If you’re only targeting mobile platforms in your project, consider changing the project settings’ values to match the mobile overrides. This way, you’ll get a preview that is closer to the mobile appearance when running the project on a desktop platform (as well as within the editor). Warning Due to driver bugs, GLES3 support on Android and iOS can be poor, especially on old or low-end devices. Therefore, it is recommended to use the GLES2 renderer when targeting mobile platforms (especially Android). Rendering > Quality > Driver > Driver Name).