{"id":1371,"date":"2026-09-10T22:18:32","date_gmt":"2026-09-10T22:18:32","guid":{"rendered":"https:\/\/x.sheep-mine.ts.net\/index.php\/drakkenridge-building-open-world-mobile-vr-rpg-unity-ecs\/"},"modified":"2026-09-10T22:18:32","modified_gmt":"2026-09-10T22:18:32","slug":"drakkenridge-building-open-world-mobile-vr-rpg-unity-ecs","status":"publish","type":"post","link":"https:\/\/x.sheep-mine.ts.net\/index.php\/drakkenridge-building-open-world-mobile-vr-rpg-unity-ecs\/","title":{"rendered":"DrakkenRidge: Building an open-world adventure for mobile VR | Unity"},"content":{"rendered":"<p><br \/>\n<\/p>\n<div>\n<h2>Further optimizations<\/h2>\n<p>When deciding how to optimize our rendering for mobile VR, we considered how each environment was built and chose the solution to best fit our needs.<\/p>\n<p>In addition to ECS, we considered a variety of techniques, including LODs and <a rel=\"nofollow\" target=\"_blank\" href=\"https:\/\/docs.unity3d.com\/Packages\/com.unity.pixyz.unity-sdk@6.0\/manual\/features\/impostors.html\">impostors<\/a>.<\/p>\n<h3>GameObject LODs<\/h3>\n<p>Rendering GameObjects with LODs consists of having multiple versions of a given object to be rendered at different distances from the player. For example, a highly detailed house model is swapped out for a very simplified low-poly version, saving on rendering time when the player is far away from the object.<\/p>\n<p>In <em>DrakkenRidge<\/em>, every object is already modeled in a highly optimized low-poly retro art style, and the vast majority of the world is handled through ECS, so traditional 3D LODs would provide no real advantage.<\/p>\n<p>However, the distance authoring<em> <\/em>system we created was built to handle rendering of LODs for distant Entities, when necessary.<\/p>\n<h3>Impostors<\/h3>\n<p>An impostor system takes 3D GameObjects and converts them into 2D billboards when the player is at a distance from them. This works best for dense, distant background objects such as forests. <em>DrakkenRidge<\/em> utilizes imposters in some situations.<\/p>\n<\/div>\n<p><br \/>\n<br \/><a href=\"https:\/\/unity.com\/blog\/drakkenridge-building-open-world-mobile-vr-rpg-unity-ecs\">Source link <\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Further optimizations When deciding how to optimize our rendering for mobile VR, we considered how&#8230;<\/p>\n","protected":false},"author":1,"featured_media":1372,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[],"class_list":["post-1371","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-uncategorized"],"_links":{"self":[{"href":"https:\/\/x.sheep-mine.ts.net\/index.php\/wp-json\/wp\/v2\/posts\/1371","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/x.sheep-mine.ts.net\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/x.sheep-mine.ts.net\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/x.sheep-mine.ts.net\/index.php\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/x.sheep-mine.ts.net\/index.php\/wp-json\/wp\/v2\/comments?post=1371"}],"version-history":[{"count":0,"href":"https:\/\/x.sheep-mine.ts.net\/index.php\/wp-json\/wp\/v2\/posts\/1371\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/x.sheep-mine.ts.net\/index.php\/wp-json\/wp\/v2\/media\/1372"}],"wp:attachment":[{"href":"https:\/\/x.sheep-mine.ts.net\/index.php\/wp-json\/wp\/v2\/media?parent=1371"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/x.sheep-mine.ts.net\/index.php\/wp-json\/wp\/v2\/categories?post=1371"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/x.sheep-mine.ts.net\/index.php\/wp-json\/wp\/v2\/tags?post=1371"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}