Finishing level (20th May)
- Ben Nichols

- May 20, 2021
- 1 min read
Updated: Jun 27, 2022

Lighting:
In my last post I stated that we were having issues lighting the level, the issue was that we were going past the light limit in our scene which meant that a lot of the lights would turn off in scene. Along with this the shear number of lights was causing large performance issues. After looking online I found a light culling script and with the help of a tech we were able to get it into the game. What the light culling would do was, mark a distance from the player and any lights outside of that distance would turn off. This fixed our lighting issue and drastically improved performance in game.

Level:
With the lighting issue fixed and props in place, all that was left to do was quality of life checks on the level. To combat this issue I would break each zone down into sections and test all of the sections, with the main goal of making sure that the player collided properly with all the props and interior elements and that they couldn’t fall out of the map. After doing this tests I only ran into a few issues, one was that some of the walls needed addtional box colliders on them to stop players from falling out of the level and the other issue was that I had to rescale some of the props to match the height of the player/camera.

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