Testing and Submission Build – Schulschluss – Dev Logs

Testing and Submission Build – Schulschluss – Dev Logs

The focus of this dev log will be the testing of the environment for submission, and the building of the EXEs that were submitted.


Over the last day I have spent my time testing my game and fixing various small issues, mainly relating to textures and assets normal’s displaying In a manner not intended. Most of the time this required another export from blender with some sharp edges added before exporting to an existing substance designer project. Most of the time this would fix the issue, however with one of the walls I was unable to fix this and due to time constraints I decided to leave it.

The next step was to bake the occlusion culling, this was a part of the optimisation process and meant that when the player was looking at something only that thing would be rendered.

Next I moved on to the final lighting bake, this was set to bake at an insane high quality, however in the individual performance settings I limited the lightmap size depending on the quality pre-set.

As I was working on this I had the idea to have a button in game that would cycle through quality pre-sets, this was as I had not created a UI and therefore had no settings menu. This was successfully implemented with the following code, along with a quit button that when pressed would exit the application.


        if (Keyboard.current == null)
        {
            return;
        }

        if (Keyboard.current.equalsKey.wasPressedThisFrame) // PLUS key
        {
            ClickQualityUp();
            qualityString = QualityString;
        }

        if (Keyboard.current.minusKey.wasPressedThisFrame) // MINUS key
        {
            ClickQualityDown();
            qualityString = QualityString;
        }
    }

    void ClickQualityUp() { QualitySettings.IncreaseLevel(); }
    void ClickQualityDown() { QualitySettings.DecreaseLevel(); }

        if(Input.GetKey("escape")) 
        {
            Application.Quit();
        }

This code was implemented successfully and would work in the unity editor, however on the final build this was disabled as when pressed it would have the tendency to crash the application, In theory this would have worked as a quit button. This required the building of two separate EXEs named quality and performance. the quality EXE would launch the game with every texture at their maximum, whereas the performance EXE would half every textures quality, increasing performance. This was done as while testing the quality EXE on a 2080s graphics card, the FPS would hover around 20 – 30, whereas with the performance EXE this number would increase to 40 – 50 FPS.

The following video gives a tour and goes over my environment

Leave a Reply

Your email address will not be published. Required fields are marked *