I released a pack of art assets on the asset store, I got my first piece of feedback which I have been trying to address today:
The issue I have is they need to be reworked for a lower ploy / tri count. The demo scene showing only the candies is 68 draw calls, I have games with hundreds of items that barely reach that.
I have made lo res version of all the assets, reducing the tri count and texture size, I plan to update the pack so both versions of each asset are included, so they can be used for various types of development.
But, here are the stats in the scene with the hi res and lo res assets, You can see changes in the tri count and VRAM usage, but the Draw Calls has been barely affected, which is one issue that a purchaser of the pack had. I was wondering if anyone had any guidance for this issue?
I want to make the pack as usable as possible and address any issues swiftly, so thanks in advance for any help.
Your asset have too many materials, looking at the package explorer of asset store it looks like you’re using one new material for each candy object, that’s a bad approach for saving drawcalls.
You should use texture atlas, putting all textures into single texture file and share the same material with this single texture on all your objects, this will solve your drawcall problems.
For an asset pack, would it be preferable for me to keep the textures separate, so anyone using it could make the decision on which assets they are going to use, and therefore combine onto one material themselves?
Most assets I bought on Asset Store comes with texture atlas ready, if the content comes with texture atlas it’s a time saver for the customer.
Anyway, you always can add texture atlas and a scene example with atlasing and have the other textures on another folder if they want to use separately or they want to optimize their atlas.
I personally cant stand when i find something on the asset store that is many different textures when it should have just been one. I can understand if different parts used different shaders… thats the only time u make it seperate. Otherwise you spend all your time fixing someone elses art assets which is the most boring thing in the world.
Thanks kurylo3d and jvil, I’m really appreciating this input. I can make art, but I’m not too technical, so its great to know what would be preferable for someone who would be making use of the assets.
I am using a mixture of shaders, but there are some that are the same so could be shared rather than separate.
There are a total of 64 shaders. I can combine 38 of those down to just 4 shaders.
The remaining 26 are tinted variations of 5 assets. So, I could leave these ones, as a person using the assets would set up tinting via code, and perhaps use the ones I have provided as an example. Unless there is a good way to set up the shader ready to go with some preset tinting options?