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Problems Found: - Scene

Problems were found with the scene including duplicated objects, missing components, and incorrect scale. Mesh assets imported unnecessary components and textures had large empty spaces. Performance could be improved by baking lighting, using hard shadows, animation overrides, and blendtrees. Suggestions included reducing tree geometry, using smaller texture sizes, re-unwrapping unit textures, and implementing LODs and occlusion.

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Javicho Kort
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0% found this document useful (0 votes)
46 views2 pages

Problems Found: - Scene

Problems were found with the scene including duplicated objects, missing components, and incorrect scale. Mesh assets imported unnecessary components and textures had large empty spaces. Performance could be improved by baking lighting, using hard shadows, animation overrides, and blendtrees. Suggestions included reducing tree geometry, using smaller texture sizes, re-unwrapping unit textures, and implementing LODs and occlusion.

Uploaded by

Javicho Kort
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as DOCX, PDF, TXT or read online on Scribd
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Problems Found

- Scene
o Inside of one of the rocks the whole environment is repeated twice with
a tiny scale the game object is named “Rock”
o Ground elements on scene have not Mesh filter assigned so they are
nor visible.
o The planes inside the Decals are lower than everything so they are not
visible
o Most of the assets of the environment have the same material
assigned twice but they only have one sub mesh
o The scene has 2 cameras extra inside the game object walls (not sure
if it is intended)
o Prefab trees have a Mesh Collider and an Avatar (when it is used for
humanoid assets)
o The 3 lights of the scene have assigned an Audio Listener Component
o Mounted King prefabs inside the scene have Unit Movement script
assigned twice and the Nav Mesh Agent component original has been
removed and assigned again as a new component
o Last group of Halberdier prefabs inside the scene have a Nav Mesh
Component overridden

- Mesh
o All the meshes of the environment Import cameras, lights, blend
shapes, visibility, Animation when they are never used.
o Asset “bridge_small” includes an Avatar when is an asset without
animation or rigging to deform

- Textures
o All the textures inside “Textures/Units” are wasting memory having the
big gaps in the middle of the texture with just a solid color and/or the
words coming soon.

Tips on performance
- Use Baked lighting for the Asset environment as they are not being moved or
changing position.
- Change the Shadow type to hard shadows (The detail of the soft shadow is
not visible with the actual distance from the camera).
- Create Animation override Controller for the characters that have the same
animation structure/logic.
- If there is any type of interpolation for the animations is good use Blendtrees
to handle the animations.
Suggestions
- Reduce the amount of geometry on some props, specially the trees.
- Use a maximum of 1024 size for the texture if high detail is needed as it is a
mobile scene and the assets are not very close to the camera, the textures
can be scale down a bit
- Textures like “Atlas_colors_df”, “aux_black”, “aux_normal”, “aux_white”,
“PFX_Shadow_01_D”, “PFX_Shadow_01_D1” can have a Max size smaller
(128 -256)
- Units Textures can be re unwrapped to optimize YV space having more
resolution of the elements in a smaller Texture.
- Change the Quality on project settings to High or Medium (Have the quality in
Ultra doesn’t beneficiate the graphics on mobile/stylized).
- Use LOD’s and Dynamic Occlusion if the camera needs to be closer to the
elements to just render with high quality the assets that are visible on the
screen.

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