New this week
This week I got halfway through a tile and solved my light baking problems. The constant art jail is wearing away at my soul, so after I finish this tile, I’ll detour and work on other parts of the game.
Tile Art
I made the staircase and stands for tile TS1_1x2_1. The stands involve lots of duplicated meshes with the same material applied to all of them. I worry about the optimisation of having it be many props in one. Somewhere online I heard that static props will functionally merge into 1 so hopefully that’s real. But if I run into performance problems the first thing I’ll do is combine that mesh and materials into 1.

Prefab Lightmapper fix
The solution to the prefab lightmapper problem was really simple. The data is saved is created on a per scene basis. I should have noticed this earlier but known issues about prefab variants led me astray. I can continue using my existing prefab variant systems but instead have a separate scene for each tile. This scene saves the light data and is referenced by the prefab. For demonstration, below is 2 light baked prefabs placed next to each other.

What’s next?
I’ll finish TS1_1x2_1 then I will work on converting my procedural generation into an async function. This will probably fix a rare bug where the doors on the starting room don’t open properly and will allow for an actual loading screen to exist.
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