Advanced Feature Lab
Advanced Feature Lab is the compact reference project for systems that do not fit in the introductory First Person Tour. It is shipped as a read-only template. Polygon Engine creates an editable copy in a location you choose; updates and uninstalling the editor never remove that copy.
Use this project to learn a feature in context or to verify a new installation before starting production work. It is a reference, not a recommended base for an entire game.
What the Lab covers
The included PS1 scene demonstrates:
- a hard-skinned FBX import and
Animatorplayback; - a standalone Animation clip;
- a Timeline with camera, UI, script, skeletal-animation and rumble tracks;
- two Rooms connected by a two-sided Portal and conservative visibility culling;
- a baked NavMesh Surface, NavMesh Agent, and runtime destination changes;
- multiple UI canvases and a bitmap font;
- an Interactable, trigger callbacks and audio feedback;
- SaveData written through the PS1 memory-card path in a console build; and
- capability-checked controller rumble.
All shipped source content is authored by Novemtails or generated specifically for this project. No BIOS or third-party development tool is embedded in it.
Create an editable copy
- Open the Project Hub.
- Select Advanced Feature Lab.
- Choose a writable parent folder outside the Polygon Engine installation.
- Select Create Copy and Open.
- Run Build > Validate Project before changing the scene.
The installed template remains unchanged. If you need a clean Lab later, create another copy with a different parent folder.
Controller acceptance pass
Run the same sequence in Play Mode and from the packaged CUE in DuckStation:
| Input | Expected result |
|---|---|
| Left stick or D-Pad | Move the first-person controller |
| Right stick | Look while Analog mode is active |
| Cross | Use the focused Interactable |
| Triangle | Replay the Timeline and its rumble track |
| Square | Write and flush the SaveData record |
| L1 | Toggle the room Portal |
| R1 | Send the navigation agent to its other destination |
In DuckStation, configure the controller in Port 1 and enable Analog mode. Open the CUE, not the ISO, so the packaged disc layout is tested.
Production expectations
The Lab is designed to stay below the global asset limits and retain at least 160 KiB of modeled RAM headroom. Re-run Production Acceptance on the copied project with the installed runtime to obtain current evidence. The design target alone does not prove either hardware performance or that a larger game fits. Run the PS1 Budget dashboard and Production Acceptance after every meaningful content change. Budget warnings begin before a hard runtime limit so there is time to split scenes, reduce unique assets or simplify content.
Continue with Skeletal Animation, Advanced Scene Authoring, Rooms and Navigation, and Cutscenes and Timelines.