Lighting & Performance
Baked lighting in the demo scenes, LODs, colliders and draw calls.
Baked lighting
Both scenes ship with baked lighting data: sky ambient, reflections and bounce light. If you change the sky, the sun or the layout, rebake with Window > Rendering > Lighting > Generate Lighting. Without baked lighting the shadows lose the sky light and look darker.
Performance
- Every rock has 3 LODs – keep the LOD Groups, so distant rocks use LOD1 and LOD2.
- Every rock has an optimized mesh collider that is much lighter than its LOD0 (for example 2,183 triangles on the 21,837-triangle Cliff_Large_01). Remove colliders from rocks the player never touches.
- The rocks share 9 materials and the foliage shares 1, which keeps draw calls low and helps batching. Reuse these materials instead of making many copies.
- Textures are at most 2048 × 2048; lower the import size on mobile if you need less memory.