Problems Found: - Scene
Problems Found: - Scene
- 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.