"Not Alone" - student environment gameplay

Hello, I’m a student, interested in environment modeling and texturing for games. This demo took me about 5 months starting from scratch. While doing this I have met a lot of problems and I managed to beat most of them. I decided to do this topic to maybe safe a lot of time to someone who is going to make bigger scene based on standard shaders and baked lightmaps in Unity 5.5. by describing problems and the answers how to solve them.

I got really bad PC now with only 4gb of ram and pretty bad GPU, i recorded it on my friend’s PC. I managed to get 120-160fps on 970GTX. And 20-25 on 720m(mobile). So overall the scene is pretty well optimised. But the project was starting about 20-30 minutes and it toke another 10-15 for starting the game first time from editor at the end. Because of that I decided to finish it where it is now, any change just took too much time.

I also used AzureSkyBox and InfiniGRASS

First: I bake lights, everything is set properly but shadows are not showing up.

Maybe it’s obvious for a lot of people but for me it was not. Texture with baked shadows and lights is overwritten on albedo texture. When you are using textures based on specularsmoothness map, for example you are working with substance painter and you export textures which are very reflective the albedo is going to be pretty much black. So when lightmap is overwritten on black albedo texture you won’t see any difference. Way to deal with it is just make your albedo white, or put specularsmoothness also into albedo spot. If you are working with substance painter you can export color map, it worked the best for me.

Second: Bake runtime job failed.

With this error baking takes forever, if you wanna get rid of it you have to go into Edit → Preferences → GI Cache and Clean Cache. I think Unity has problems with automaticly cleaning the Cache. You can increase the size of cache, it will also helps.

Third: Clustering stops at 1 job or gives you multiple errors.

It’s actually simple, resolution map or scale in lightmap of one of your static models is waaay to high. Decrease the resolution and make sure that none of your objects on scene has too large scale in lightmap. Unity informs you on Lightning → Object if it’s too high.

Fourth: Occlusion Culling stops at the end.

If Occlusion Culling stops at the end of baking you have to clear it manually, for me it happened after 1st
bake, I tried to bake it again, after cleaning it in editor it just stopped at the end. Cleaning it manualy helped.

Six: Mixed point light and spotlight don’t cast shadows on static objects.

Yeaa, in 5.5 and lower, they just don’t. At least now there’s actually information about it in editor. But if you are
working with 5.4 or less you might have problems with that. So if you bake your lights and you want to have some dynamic objects you can do that only thanks to directional light. Keep that in mind.

If you really want optimise your scene to the limit and keep the look pretty good i got some tips which might help you.

First bake your lights, if you got no dynamic lights and your sun is not moving do it. Then reflection probes, i was surprised when I saw that there’s a difference beetween refresh mode on awake and baked. I gained a lot of FPS by setting reflections to baked. If you have more complicated reflections on scene you should set your reflections to custom. And turn them off while baking the lightmap. Then bake reflections separately. The order in which you bake your reflections is really important too.


Here reflection probe is not baked


Here i baked reflection probe once


Here i baked it second time, as you can see it reflected previous reflections, the effect is much better

I also tried to achive the effect of SSR (screen space reflections) with almost no cost of performance. I did it by adding reflection probe on the middle of important objects or lights.


Here is the picture without second reflection probe inside


Here with, it’s not perfect, but without almost any cost, better than nothing

This is what I remember for now. I have a problem with lightprobes I can’t deal with, so that’s the reason why the gates are so shiny. I hope that I helped you at least a bit. If you have any questions please ask, I’ll answer. And I would love to hear your honest opinion about the demo! Thank you. :slight_smile:

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Some higher quality images, cause youtube destroyed quality a bit. :slight_smile:

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Some pictures look like actual paintings. I think it looks beautiful.

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It looks beautifully dreamy and organic. And thanks a lot for sharing your notes :slight_smile:

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Great tips! Realy nice colorful style

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