Performance Bounceback
Gameplay Integrity
| Criteria | Meet Specification |
|---|---|
|
Gameplay Maintained (Spirit of Challenge) |
No trampolines or lights removed, balls spawn every 0.5 seconds, picking up and throwing ball at trampoline increases score, score is visible from starting area |
Batching
| Criteria | Meet Specification |
|---|---|
|
Turn on Dynamic and Static Batching |
Turn on the dynamic and static batching options |
|
Use Static Batching |
Statically batch visible GameObjects that never move |
Physics
| Criteria | Meet Specification |
|---|---|
|
Physics Update Rate |
Set the physics update rate to the same as the target framerate (90fps) |
|
Rigidbodies |
Moving objects with colliders all have rigidbodies on them. Moving objects are also not marked as Static. |
|
Limit Number of Active Rigidbodies |
Remove unnecessary rigidbodies. |
Objects
| Criteria | Meet Specification |
|---|---|
|
Object Pooling |
Replace Instantiate and Destroy with Object Pooling for Ball spawning (script should still be called BallSpawner) |
Code
| Criteria | Meet Specification |
|---|---|
|
Caching |
Store variables/references when there is a change, rather than creating/updating them every frame. |
|
Code Cleanup |
Remove or comment out code that would not be used in a final release |
Final Polish
| Criteria | Meet Specification |
|---|---|
|
Framerate |
The game runs consistently at a minimum of 90 FPS with no frame rate drops below that. |
Lighting
| Criteria | Meet Specification |
|---|---|
|
Forward or Deferred Lighting |
Turn the lighting rendering path to the one highly recommended for VR |
|
Anti Aliasing |
Enable 4x or 8x MSAA |
|
Baked Lighting |
Use baked lighting to reduce realtime performance cost |
|
Light Probes |
The game's moving objects need lighting, but realtime lights are expensive. Use light probes for all your realtime lights (the entire scene within view of the player must be lit with lightprobes). Make sure the probes are set up so there are no serious artifacts or light popping. |