🛠️ Tawa: Lost in Time – Daily Devlog
🎯 Goals for the Day
Today’s work was centered around technical adjustments and optimizations to improve the game’s overall performance and smoothness.
1️⃣ 3D Asset Optimization
Implemented tools to automatically reduce vertex count on heavy models.
Integrated UnityMeshSimplifier to simplify meshes while maintaining visual quality.
Added the ability to roll back changes if a simplification degrades the visuals too much.
Created a system to replace heavy models with pre-existing low-poly versions when available.
Set up automatic LOD creation (LOD0 = original model, LOD1 = optimized version).
2️⃣ GPU Instancing Management
Added a script to automatically enable GPU instancing on all materials in a folder.
Goal: reduce draw calls and boost performance in scenes with lots of repeated objects (trees, rocks, grass…).
3️⃣ Scene Optimization
Adjusted camera settings to limit unnecessary rendering distance (far clip plane).
Tested the impact of large water planes to balance immersion and GPU usage.
Reviewed static scene objects to identify the most resource-heavy elements.
4️⃣ Preparing for the Next Steps
The system is now ready for targeted optimizations across all scenes.
Next step: clean up excessive logs and further optimize collision and detection systems to reduce CPU load.
✅ Summary:
We made significant progress on a major optimization pass that will reduce memory usage and improve FPS, especially in areas dense with vegetation and complex 3D objects.
