Building a Mobile Environment for Unity

Environments are incredibly important in games. Whether it’s a photo-realistic depiction of your favorite city or an abstract void of shapes and color, environments help set the mood of a game. Lighting, color, and ambient sounds are all instrumental in the creation of an immersive and convincing world. They can be used to subtly guide the players to their objective (ever noticed how the unlocked door is almost always illuminated, while locked doors are in shadow?), or even provide contextual clues about the history of a world. I’ve always been fascinated with environments and, while I wouldn’t exactly consider myself an environment artist, I’ve spent some time working on quite a few.

Mobile games are a challenge. Smartphones keep getting faster, but as processor speeds rise, so too do the expectations of the player. Mobile environments now need to look fleshed out and detailed, while still playing at a decent frame-rate. You need to fake the things you can’t render, and you need to design around the things you can’t fake.

So! With that said, let’s take a look at a Unity environment.

This runs pretty well on mobile! It’s capped at 60 frames per second on my iPhone 5s (Video frame-rate is lower due to the video capture), and runs even faster on newer models. So, what does our scene look like? How can we take advantage of Unity 5’s built in optimizations? Let’s start with the basics.

Geometry:


This level consists of a few meshes, instanced dozens of times. I initially planned the environment to work as a “kit”, a single set containing a number of smaller meshes to be used in different ways. All of the meshes in an individual kit share the same visual theme so that they can be used interchangeably. This scene, for example, is a single kit called env_kit_factory. One of the advantages of this approach is total modularity. Building new environments can be done entirely in the editor, and incredibly quickly. This is not only faster than having your artists sculpt huge pieces of geometry, but also allows you to exploit the benefits of Unity’s Prefab system. Changing a material in the prefab will automatically update all instances in the scene, without having to manually replace all instances in a large level.

kit_demo

Every asset used in the “factory” environment.

The modularity of this geometry is useful for level construction as well. By building assets that fit together, maintain a consistent visual aesthetic, and don’t contain recognizable writing or symbols, assets can be combined in unique ways and often in configurations the artist never intended. Here’s an example. This piece of floor trim can be used as a supporting column, a windowsill, a loading dock, or whatever else you can come up with, and it looks reasonably decent.

asset reuse.gif

This wouldn’t work quite so well if the trim were modeled as part of the wall. The wall wouldn’t tile vertically for one thing, far more varieties of walls would be necessary to break up the repetition, and it would generally just be harder to work with. Allow small detail objects and decals to provide unique markers that level designers can place anywhere, instead of trying to build a hundred different versions of the same brick wall.

I used decal meshes extensively. These are essentially “stickers” that can be placed in your scene to break up the monotony of a tiled surface, and provide much more specific details than you may want to build into a modular set-piece.

leaky pipes.png

Leaky pipe decals used to disguise the seams between the pipes and the wall.

Here, we can see a set of copper pipes, and apparent water damage down the wall where they meet. This is achieved entirely with decals, and required little to no extra work, but makes the environment feel a bit more cohesive. These decals also introduce visually unique patterns that help draw the eye away from the otherwise repetitious brick pattern.

crushed boxes.png

Decals can be used to hint at purpose and story as well as provide interesting visuals. Here we can see more water damage, and this time not just from leaking pipes. These cardboard boxes look haphazard and temporary, but the damp paper and thick dust allude to years of neglect. Subtleties like this can really make an environment feel more complete, and with careful thought can be implemented without too much additional work on the part of the artist.

Textures:


I took great care when designing the factory kit to reuse textures as much as I could. For one thing, it’s an interesting challenge, but more importantly, it allows us to take advantage of Unity’s built in optimizations. All textures are at 1024 x 1024 resolution, and function as large atlases for significant portions of the environment.

textures.png

All textures used in the scene (not including secondary maps)

Here we can see that all walls, floors, bits of concrete and metals share the same texture and material setup. The advantage is twofold. First, it helps maintain a consistent aesthetic. Every brick wall in the entire scene will be colored the same, and minor changes to that texture will be carried over to the rest of the kit. This is much easier than trying to keep a dozen different brick textures in sync, and if done well can still look great.

The second advantage is based in rendering performance. Modern graphics hardware is incredibly good at drawing things. Massive parallelism is designed directly into GPUs, and it works extremely well for vertex and fragment processing. What graphics cards aren’t good at is preparing to draw things. Let’s look at how a typical model might be rendered.

  1. LOAD – ModelView matrix to local memory
  2. LOAD – Projection matrix to local memory
  3. LOAD – Albedo texture to local memory
  4. LOAD – Vertex attributes to local memory
  5. USE – Albedo texture
  6. USE – Vertex attributes
  7. RUN – Vertex shader
  8. RUN – Fragment shader
  9. RASTERIZE

Wow, even for a high-level overview that’s surprisingly complex! Every time you send data to the graphics card, that data has to be copied over from main memory to video memory. This is an extremely slow operation when compared to actually processing fragments and writing them to the framebuffer! Luckily graphics specifications like OpenGL and DirectX do not reset the state of the hardware whenever drawing is finished. If I tell the API to “use texture 5”, it will (or should, at least) keep using texture 5 until I tell it to stop. What this means is that we can organize our drawing operations in such a way that we minimize the number of times we need to copy data back and forth. If we’re drawing 100 objects that all use Texture 5, we can just set Texture 5 once and draw all 100 objects, instead of naively and redundantly setting it 99 additional times.

scene_rendering.gif

A breakdown of the batches used when rendering the scene.

The Unity game engine is actually pretty good at this! Objects that share textures will be grouped together in batches to minimize state changes, and in some cases can dramatically improve performance. There are several hundred objects in this scene, but only around 30 GPU state changes. Stepping through the Unity “Frame Debugger”, we can see that  enormous portions of the scene are rendered as one large chunk, which keeps the state switching to a minimum, and allows the graphics processor to do its thing with minimal interruption!

Lighting:


Lighting is extremely important to convey the look and feel you’re trying to get across in your scene. Unfortunately, it is also one of the most computationally expensive aspects of rendering a scene.

To dust off one of my favorite idioms about optimization, “The fastest code is code that never runs at all”. We’d all love a thousand dynamic lights fluttering around our scene, but we’re restricted in what we can do, especially on a mobile device. To circumvent the performance issues associated with real-time lighting, all lighting in the scene is either “baked or faked”.

A common technique, as old as realtime rendering itself, is the concept of a lightmap. If the lighting in a scene never changes, then there’s no reason to be performing extremely expensive lighting calculations dozens of times a second! That rock is sitting under a lamp, and it’s not going to get any less bright as long as it stays there, and the lamp remains on! This is the basic idea behind lightmapping. We can calculate the lighting on every surface in our scene once before the program is even running, and then just use the results of those calculations in the future! We “Bake” the lighting into a texture map, and pass it along with all of the others when we render our scene.

lightmapping.png

The lightmaps used in the factory scene.

Lightmapping has its disadvantages. The resolution of the baked lighting often isn’t as good as a realtime solution by the nature of it operating per-texel, rather than per-pixel, and more complex effects like specular highlights and reflections are tricky if not impossible, but that’s a small price to pay for the performance gain of baked lighting.

I wanted the scene to feel stuffy and old, so I decided that the air in the room should appear to be filled with dust. Unfortunately, this means that light needs to scatter convincingly, and subtly. True volumetric lighting has only recently become feasible in a realtime context, but it is still far from simple on a mobile device! To get around this, I faked the symptoms with some of the oldest tricks in the book.

fog.gif

Comparison of the scene with fog enabled and disabled.

First, I applied a “fog” effect. This technique, commonly seen in old N64 and PS1 games is often used to disguise the far clip plane of the camera, and add a greater sense of depth to the scene by fading to a solid color as objects approach a certain threshold distance. I liked the look of this effect when applied to the scene, as it makes the air feel thicker than normal, and gives it a hazy feel.

light shafts.png

Next, I built fake “lightshafts”. A common technique used to depict light diffusing through dust or smoke. These may look fancy, but it’s really just a mesh with a custom shader applied.

lightshaft_mesh.png

By scrolling the color of a texture slowly on one axis, while keeping its alpha channel fixed, it’s possible to make the shafts of light appear to waver slightly and gently shift between multiple shapes, exactly as if something in the air were slowly moving past the light source! This effect essentially boils down to a glorified particle effect, but it is quite convincing when used in conjunction with fog!

Wrapping Up:


  • Game environments are extremely difficult, and I’ve still got a lot to learn, but I hope some of these tips can help others when designing scenes! Remember…
  • Reuse and repurpose assets. A little bit of thought can go a long way, so plan out your assets before getting started, and you’ll find it much easier to work on later on.
  • Build environments modularly. By assembling assets into kits, not only will your level designers thank you, but building new environments becomes trivially easy.
  • Atlas textures. On mobile devices, texture memory is limited, and GPU context switches can be extremely slow. Try to consolidate your textures as much as possible to reduce overhead.
  • Bake lightmaps. The performance gain is enormous, and with the right additions, you can make something very convincing!

Thanks for sticking with me for the duration of this article, and to everyone out there building fantastic Unity games, keep up the good work!

-Andrew

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2 responses to “Building a Mobile Environment for Unity

  1. Thank you so much for the really helped me.
    Just a question the mesh to fake light must be a transparent shader if I am right.
    every pixel must be renderin at least 3 time . does it make a big impact on performance ?

    • Hello Prakash!

      I tried to minimize the performance hit of the faked lighting as much as I could, but yes, it is unfortunately more costly than rendering an opaque object. I did a few things to try to minimize the hit

      1) The meshes used are quite small in the environment. I tried to keep them as small as possible to reduce overdraw and increase performance. iOS devices especially have a difficult time with large, alpha-blended objects, so it made sense to have lighting effects take as little screen-space as possible.

      2) The shader used on the atmospheric effects actually fades the mesh out as it gets closer to the camera. This not only prevents them from occupying too much screen-space, but actually looks decent, and prevents the user from noticing the mesh’s edges when viewing at a harsh angle.

      Unfortunately, the performance is still a bit taxing, but it is far cheaper than actually calculating atmospherics, and I find the effect is worth the extra cost.

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