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vrc-udonunity-csharpvrc-udonunity-csharp| Metric | Excellent | Good | Medium |
|---|---|---|---|
| Triangles | 50,000 | 100,000 | 200,000 |
| Batches | 50 | 100 | 200 |
| Materials | 25 | 50 | 75 |
| Lights (realtime) | 0 | 1 | 2 |
| 指标 | 优秀 | 良好 | 中等 |
|---|---|---|---|
| Triangles | 50,000 | 100,000 | 200,000 |
| Batches | 50 | 100 | 200 |
| Materials | 25 | 50 | 75 |
| 实时光源 | 0 | 1 | 2 |
| Metric | Excellent | Good | Medium |
|---|---|---|---|
| Triangles | 500,000 | 1,000,000 | 2,000,000 |
| Batches | 100 | 200 | 400 |
| Materials | 50 | 100 | 200 |
| Lights (realtime) | 2 | 4 | 8 |
| 指标 | 优秀 | 良好 | 中等 |
|---|---|---|---|
| Triangles | 500,000 | 1,000,000 | 2,000,000 |
| Batches | 100 | 200 | 400 |
| Materials | 50 | 100 | 200 |
| 实时光源 | 2 | 4 | 8 |
World
├── Environment
│ ├── Static (mark as static)
│ │ ├── Ground
│ │ ├── Buildings
│ │ └── Props
│ └── Dynamic
│ └── Interactive objects
├── Lighting
│ ├── Directional Light (baked or mixed)
│ ├── Light Probes
│ └── Reflection Probes
├── Audio
│ └── Audio sources
├── VRChat
│ ├── VRCWorld (descriptor)
│ ├── Spawn Points
│ └── Mirrors/Portals
└── Udon
└── Scripts and behaviors世界根节点
├── 环境
│ ├── Static(标记为静态)
│ │ ├── 地面
│ │ ├── 建筑
│ │ └── 道具
│ └── 动态物体
│ └── 交互对象
├── 光照
│ ├── Directional Light(烘焙或混合模式)
│ ├── Light Probes
│ └── Reflection Probes
├── 音频
│ └── 音频源
├── VRChat
│ ├── VRCWorld(描述符)
│ ├── 出生点
│ └── 镜子/传送门
└── Udon
└── 脚本与行为Spawn Checklist:
- Multiple spawn points (avoid stacking)
- Clear floor (no obstacles)
- Good lighting (players see themselves)
- Mirror nearby (avatar check)
- Safe area (no hazards)
- Interesting view (sets the mood)出生点检查清单:
- 多个出生点(避免重叠)
- 地面整洁(无障碍物)
- 光照良好(玩家能看到自己)
- 附近有镜子(用于检查Avatar)
- 安全区域(无危险)
- 视野有趣(营造氛围)1. Set all lights to "Baked"
2. Mark static geometry as "Contribute GI" + "Reflection Probe Static"
3. Place Light Probes for dynamic objects
4. Place Reflection Probes for shiny surfaces
5. Bake with GPU Lightmapper
6. Delete realtime lights or set to "Not Important"1. 将所有光源设置为“Baked(烘焙)”模式
2. 将静态几何体标记为“Contribute GI(贡献全局光照)” + “Reflection Probe Static(反射探针静态)”
3. 为动态物体放置Light Probes(光照探针)
4. 为光滑表面放置Reflection Probes(反射探针)
5. 使用GPU Lightmapper进行烘焙
6. 删除实时光源或设置为“Not Important(不重要)”1. Mark large static objects as "Occluder Static"
2. Mark all static objects as "Occludee Static"
3. Window > Rendering > Occlusion Culling
4. Set appropriate cell sizes
5. Bake
6. Test with Occlusion visualization1. 将大型静态物体标记为“Occluder Static(遮挡物静态)”
2. 将所有静态物体标记为“Occludee Static(被遮挡物静态)”
3. 窗口 > 渲染 > 遮挡剔除
4. 设置合适的单元格大小
5. 进行烘焙
6. 使用遮挡可视化工具测试| Anti-Pattern | Problem | Fix |
|---|---|---|
| Realtime lights on Quest | Tanks performance | Bake all lighting |
| No light probes | Dynamic objects are black | Add light probe groups |
| Single spawn point | Players stack on join | Multiple spread spawns |
| Unbaked reflections | Expensive or broken | Use baked reflection probes |
| No LODs on props | Full detail at distance | Add LOD groups |
| Post-processing on Quest | Not supported, ignored | PC-only or remove |
| 反模式 | 问题 | 修复方案 |
|---|---|---|
| 在Quest设备上使用实时光源 | 严重降低性能 | 烘焙所有光照 |
| 未设置光照探针 | 动态物体显示为黑色 | 添加光照探针组 |
| 单一出生点 | 玩家加入时重叠 | 设置多个分散的出生点 |
| 未烘焙反射 | 性能消耗大或显示异常 | 使用烘焙反射探针 |
| 道具未设置LOD | 远处物体仍显示全细节 | 添加LOD组 |
| 在Quest设备上使用后处理 | 不被支持,会被忽略 | 仅在PC设备使用或移除 |
references/lighting-baking.mdreferences/lighting-baking.mdassets/world-upload-checklist.mdassets/world-upload-checklist.md