World Cloud Processing

ParaWorldSDK uploads your World to the cloud, where your World will be optimized to ensure that the best form of your World is displayed to players.

Mesh

In the cloud, the number of faces for your meshes is automatically reduced to ensure that a proper number of faces are used without affecting the visual effect. This can further reduce memory utilization and improve rendering efficiency.

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Only optimized mesh data is retained in the cloud and original data will be discarded.

Optimization Rules

  • The processing unit reduces the number of faces for each mesh.
  • Face reduction is only available for meshes with more than 500 faces.
  • It is very likely that multi-LOD data may be generated.

Texture

In the cloud, the texture of your World will be compressed to reduce the size.

Material Map

Size:

The maximum texture size allowed is 1024x1024 pixels. If the longest edge exceeds 1024 pixels, the size will be proportionally scaled to ensure that the longest edge does not exceed the upper limit.

Compression format:

PlatformFormat
iOSRGB(A) Compressed ASTC 6x6 block
AndroidFor an RGBA map, use the RGBA Crunched ETC2 format. For an RGB map, use the RGB Crunched ETC format.

Expressions Map

Size:

The maximum texture size allowed is 512x512 pixels. If the longest edge exceeds 512 pixels, the size will be proportionally scaled to ensure that the longest edge does not exceed the upper limit.

Compression format:

PlatformFormat
iOSRGB(A) Compressed ASTC 6x6 block
AndroidFor an RGBA map, use the RGBA Crunched ETC2 format. For an RGB map, use the RGB Crunched ETC format.

Lightmap

Size:

The maximum texture size allowed is 1024x1024 pixels. If the longest edge exceeds 1024 pixels, the size will be proportionally scaled to ensure that the longest edge does not exceed the upper limit.

Compression format:

PlatformFormat
iOSRGB(A) Compressed ASTC 6x6 block
AndroidFor an RGBA map, use the RGBA Crunched ETC2 format. For an RGB map, use the RGB Crunched ETC format.

Audio

About compression types

  • Decompress on Load: Audio data is decompressed and loaded completely into the memory.
  • Compressed in Memory: Audio data is loaded into the memory and is decompressed when the audio is played. This costs CPU but saves memory space.
  • Streaming: Audio data is not loaded into the memory and is streamed directly from the storage medium when the audio is played. This occupies the least memory but results in the highest CPU usage.
Audio TypeCompression Type
Short audio fileSelect Compressed in Memory for a short audio file.
Long music track/BGMSelect Streaming for a long music track.