11. Showcase Scene: Fuzzy Harbor
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Overview
FuzzyOptimizer includes a rich, fully populated demonstration environment:
Assets/FuzzyLogicLabs/FuzzyOptimizer/Demo/FuzzyOptimizer_Showcase.unityFuzzy Harbor depicts a picturesque Mediterranean coastal town at golden hour. It was deliberately engineered so that every single audit rule category and optimization tool has authentic, real-world problems to solve while preserving visual aesthetics on camera. All textures, 3D meshes, audio files, and scripts are generated procedurally (see Third-Party Notices.txt).
District Bottleneck Breakdown
The showcase scene is divided into distinct zones, each targeting specific optimization subsystems:
| District Zone | Intentional Bottlenecks & Optimization Workflows |
|---|---|
| Market Square | A central bronze fountain knot with 38,000 triangles (Read/Write enabled, 32-bit indices, zero LODs, dense MeshCollider). Market stalls configured with unshared duplicate materials. Hundreds of tiny decorative props casting realtime shadows. A 4K uncompressed cobblestone texture with its normal map imported as default color. Props running empty Update() callbacks and an NPC with a missing script. |
| Old Town | Approximately 60 architectural townhouses. The inner ring lacks static flags (demonstrating Mark Static and Mesh Combining). The outer ring features static occluders with unbaked occlusion culling. Non-power-of-two (NPOT) plaster textures without mipmaps. 24 decorative street lanterns, half configured with expensive realtime point shadows. |
| Temple Hill | Fluted stone columns with complex MeshColliders (demonstrating primitive capsule fitting). A hollow walkthrough stone archway (demonstrating low-poly non-convex proxy colliders). Lightmapped monuments lacking UV2 channels. A classical statue with fragmented vertices and inverted normals for mesh repair tools. A realtime reflection probe updating 6 faces every frame. A 2.5-second bell audio clip configured to stream. |
| Windmill Hill | An Animator-driven windmill whose rotating blades contain static colliders (triggering physics transform dirtying) set to Always Animate. |
| Harbor & Lighthouse | Hundreds of individual wooden pier planks and mooring posts. Bobbing boats with skinned fabric pennants marked with Update When Offscreen. 16 dockside cargo crates configured with continuous dynamic physics. A 14-second uncompressed stereo PCM wave ambience attached to a 3D emitter. A revolving lighthouse with two shadow-casting realtime spotlights. |
| Harbor Festival | Bonfires and torches featuring particle systems that cast shadows, calculate high-quality world raycast collisions, always simulate off-screen, and permit 5,000 particles. A celebratory spark beacon spawning projectiles via Instantiate()/Destroy() to demonstrate the runtime pool manager. |
| Forest & Mountain Castle | Over 900 trees and 600 boulders spanning out to 340 meters (demonstrating layer distance culling, size culling, and 8-way impostor baking). Five 34,000-triangle castle towers on the mountain peak. A large terrain configured with expensive basemap and pixel error settings, and an excessive 3,000 m camera far clip plane. |
Play Mode Controls & Telemetry HUD
Press Play in the Unity Editor to interactively inspect scene performance:
| Key Binding | Interactive Action |
|---|---|
1 – 5 | Teleport instantly between the five predefined Benchmark Viewpoints. |
C | Start or stop the automated cinematic camera flythrough along Cinematic Path. |
Space | Pause or resume the cinematic flythrough at any point. |
Right Mouse + WASD | Free fly-camera navigation with mouse look. |
H | Toggle telemetry HUD modes: Full Metrics $\to$ Minimal Stats $\to$ Hidden. |
The live on-screen HUD displays real-time FPS, frame time (ms), total batches, SetPass calls, visible triangles, and GC allocations per frame.
Suggested Step-by-Step Walkthrough
Experience the full power of FuzzyOptimizer in 5 simple steps:
- Initial Audit: Open
FuzzyOptimizer_Showcase.unityand open the Dashboard (Window > Fuzzy Logic Labs > FuzzyOptimizer > Dashboard). Note the initial Health Score (typically ~35/100) and observe the red budget overruns. - Baseline Play Mode Test: Enter Play Mode, press
Cto activate the cinematic flythrough, and observe the framerate and batch counts in the HUD. - Run 1-Click Optimize & Measure FPS: Exit Play Mode. Click Optimize & Measure FPS on the Overview tab and select the Balanced preset. Watch the automated benchmark evaluate viewpoints, apply fixes, await occlusion baking, and re-benchmark.
- Inspect the Results: Examine the Results tab. Observe the significant drop in batches (~60–80% reduction), recovered VRAM, and framerate gains. Toggle the before/after camera image swipe comparison.
- Explore Standalone Tools: Open the scene and test targeted tools manually:
- Use the Burst Decimator on the 38k fountain knot in Market Square.
- Use the Collider Optimizer on Temple Hill columns.
- Bake 8-directional impostors for the distant mountain forest.
- Attach
ZeroAllocPoolManagerto the festival spark beacon.