Ten rules for working with Radii#
Following these rules should prevent you from running into errors and performance issues. This becomes more important in the later phases of a project.
1 |
Only publish if necessary |
Do not spam content. Publish large static content like context, once while working on it then only keep the part of the scene live that your working on |
2 |
Prepare your content according to the power of the viewer’s device |
Complex scenes can make the viewers on slower devices choke |
3 |
Keep an eye on frame rate performance drops in your scene |
Check your scene for places with performance drops (no lower than 25-30 fps) and solve issues below |
4 |
Apply relative level of detail |
Use your effort highly detailed modelling thoughtfully and only where necessary |
5 |
Use mesh count wisely |
Keep an eye on the meshing of your geometries. See also: PublishGeometry |
6 |
Check your scene for hidden or duplicate objects and materials |
Purge geometries that are occluded from view as well as unused materials |
7 |
Use adequate texture resolutions |
Match the texture resolution to the object size. See options of PublishMaterial |
8 |
Only apply collision to objects if needed |
Do not put collision on screws, nails, fixtures etc. see: PublishGeometry |
9 |
Trim and subsample point clouds |
Pointclouds can very quickly generate heavy scenes. Process them to fit your viewer’s device: @help add link to pointcloud editing here |
10 |
Report bugs |
If you find things working unexpectedly, please report to Github |