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Are there any problems with optimization when the unity render pipeline is connected to create a game for android?
A simple game is being created, where only the shader graph and lighting and post-processing effects will be used from rp (there will be no millions of VFX particles). Will there be problems with optimization for Android devices?
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In theory, if you do not use something, then the engine does not render it, and the phone does not draw => there should be no problems.
Most likely, a huge number of engine functions will affect the weight of our application, but it should not affect its stability.
Plus, it seems that you can remove unnecessary things in the Player Settings, the Build Settings window.
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