Galacean Engine supports mainstream 3D modeling software (C4D, 3ds Max, Maya, Blender) to export .fbx files. Considering runtime performance and compatibility issues, artists should pay attention to the 3D scene specifications:
Textures are the main consumers of memory resources. The texture size should not blindly pursue quality using ultra-large sizes. It is necessary to evaluate the actual display pixels of the rasterized texture in the actual project to use a similar texture size. Otherwise, using an oversized texture not only does not gain effect benefits but also wastes memory. Try to use textures with dimensions that are powers of 2. Under reasonable texture sizes, you can also use texture compression to optimize memory usage.
Reduce the number of empty nodes at runtime. Empty nodes occupy a certain amount of memory and may bring potential transform calculation costs. Artists should try to delete empty nodes and merge fragmented nodes.
It is recommended to use skeletal animation for animation production. This is an animation technique that balances effects and memory in a 3D engine. However, due to the high computational cost of skeletal animation, especially in JS, which is not good at intensive calculations, artists should ensure that the number of bones is as few as possible when creating skeletal animations. This helps improve the performance and memory usage of skeletal animations. Generally, keeping it under 25 bones can ensure optimal performance on devices like iPhones, which have fewer GPU uniforms.
Reduce the waste of the Alpha part of the UI. For example, using nearly full-screen but mostly transparent images for UI rendering will bring a huge rendering burden to the GPU. Additionally, artists should merge UI textures themselves and make full use of texture space, as relying on the editor's algorithm to merge may still cause some waste.
The texture part of effects is similar to UI. Be sure to reduce the waste of the transparent part of the texture size. Additionally, since effects usually have very serious OverDraw, such as particles, it is necessary to reduce the emission frequency of particles and other effects as much as possible.