The platform settings allow you to fine tune your region for each platform you want to publish to.
Space currently supports;
- Standalone - Desktop application, PC or Mac
- Mobile / tablet - Android or iOS
- WebGL - Chrome, Explorer, Firefox and Edge
- Console - Sine Wave Entertainment is an accredited developer for Xbox and Playstation. The company is planning to release on these platforms later in 2017 after building a user interface for game controllers.
The default settings are designed to work for most regions.
- Remove lightmaps / light probes / reflection probes
Removing lightmaps and probes can significantly reduce download speed but will also impact on the runtime performance.
Lightmaps Light probes Reflection probes
- Static bake meshes / colliders
Ticking these boxes will prebake data before export. This improves loading performance but the region download will be bigger.
Static bake meshes Static bake colliders
- Strip occlusion / navigation data
Occlusion data holds information about what areas are visible from other areas; it allows the viewer to make intelligent decisions about optimising a scene, however it can add several mb of size to both runtime memory use; and download size. Keeping it improves performance but can result in higher memory use in big scenes.
Navigation data is used for showing waypoints, and moving NPCs around in a scene; it uses a little bit of extra memory, and can be stripped out if you are under severe memory pressure.
Texture size reduction
- Max texture resolution
All textures will be reduced to a maximum of the defined size for each build.
- Texture reduction levels
Reduces textures all by a multiple of the original, in line with Max texture reduction above.
So; if your scene contains large textures at 1024x1024 and you set the max texture reduction to 512 those large textures will be reduced by a factor of 4.
If you then set Texture reduction levels to 1, smaller textures in your scene will also be reduced by a factor of 4; so a 512x512 texture, which otherwise would have been unchanged by the Max texture reduction, would also be reduced by 4, to 256x256.
If you set the Texture reduction level to 2 it will multiply the Max texture reduction scale by 2; so in the case above reducing the smaller 512x512 texture by a factor of 8, to 64x64.
- Normal reduction levels
This will apply a further multiplicative reduction on normal maps on top of the reduction already applied by the Texture reduction level above.
- Allow crunch / Crunch level
Allows JPEG compression to be added to all textures in addition to DXT compression. This will degrade the quality of your images as the compression is lossy; but significantly reduces download filesize. It does not improve runtime memory size except during loading. Crunch level runs from 0 (very lossy) to 100 (lossless).
- Compress textures
This applies a further quality reduction, comparable to the quality slider in Photoshop when saving a jpeg file.
- True color As 16
Interprets images stored as 'True Color' to 16-bit colors. This applies compression to the colors, without introducing the blurriness / artefacts that DXT compression can introduce; at the expense of being slightly larger. With this ticked, any image with 'True Color' compression, will be packed at 16 instead of 32-bit on this platform.
- Force audio to mono
Converts stereo files to mono for that platform.
- Audio bitrate
This is a percentage field. So whatever the bitrate of your original files, you can reduce by X% for each of the different platforms you publish to. For instance a set of 128 bitrate original files, left at 100% in the Standalone build can be reduced to 64 in Mobile and WebGL builds by setting this field to 50.