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Heatmaps

Heatmaps give you a visual reference for the use of resources in your scene, so that you can easily spot expensive areas, which may cause slowdown or loss of visuals.

Whichever heatmap you're using, the colour scheme will show you which parts are using the most resources, and probably need to be simplified or optimised.

Blue areas are cheap, nothing to worry about there. Purple is not so cheap, but probably still fine unless you're on a real optimisation drive.

Red is where it starts to get expensive, and yellow is the most expensive of all. These are the places where you need to assess your use of resources.

Ask yourself some questions. Do you really need a bazillion spotlights shining on one place? Does that painting really need to be 100s of layers deep?

This is one of the trickiest parts of game creation - deciding between what you want and what will actually work. You may need to kill some darlings, and that's never easy!

Heatmaps Off

Turn off the current heatmap, so that you can see your problem area clearly.

Overdraw

The overdraw heatmap shows you where you have a lot of overlapping stuff. In the case of sculptures, the game simply won't draw anything hidden by something else.

But it can't do that with paintings, which have transparency, so don't hide what's behind them. So red and yellow most likely means you have overlapping paint.

This will cause your scene to draw more slowly, so consider simplifying or removing some paintings.

Spotlights

Spotlights are expensive. If you have too many spotlights, some of them will stop working properly, and it can take longer to draw the scene.

So you probably don't want a load of them shining on the same place. In this heatmap, all your spotlights are visible. The colour shows where their beams are overlapping.

The hotter the colour, the more spotlights are covering one place. In red or yellow areas, consider removing spotlights, or spreading their luminous love around more evenly.

Physics

Your physics cost is part of your gameplay thermometer, so if that seems high, try using this heatmap to take a look and see what's going on.

Games need moving parts, but if you don't keep an eye on how many you have and how complex they are, you may find your creation will slow down.

The physics heatmap shows you the shape of objects in your scene as far as the underlying physics system is concerned, represented by a collection of spheres.

The spheres' colour indicates how many are needed to represent the object. The more spheres, the more expensive it is in physics terms.

Objects in shades of grey and black are being completely ignored by the physics system. Red and yellow areas, meanwhile, are using an awful lot of spheres.

A group made of blue spheres, but with a yellow or red outline, means that while the individual objects are cheap, the group as whole is expensive.

When an object has come to rest, the physics system doesn’t have to think about it anymore at that point, so the object will be shown green.

Reduce the number of spheres - and therefore the physics cost - of sculptures by using physics cost on its tweak menu. You can set that to high, medium or low.

Finally, if you have any very thin sculptures, consider fattening them up! Very thin objects take up a lot of physics spheres, so be sure you need them to be skinny.

The Dreams User Guide is a work-in-progress. Keep an eye out for updates as we add more learning resources and articles over time.