The question is answered, right answer was accepted
are there Poly limit in unity?
so I am in a heated debate with a teacher who believes he knows everything and what we (as in the class} would like to know is if there is a poly limit in Unity and if so what is it? I did find the answer in the Unity answers but he claims that that information is false.
Answer by Gohabsgo18 · Oct 16, 2017 at 09:01 PM
LOL if you have the answer already, why are you asking?
Not to be a dick, but this seems like a bit of a childish question...however, since I assume your teacher is justifying your behavior by commenting, LMGTFY and give you a full reply based on my experience:
It's not worth my time to click on more than the first few links, but the Unity manual comes up with nothing when I search "poly limit". So, while I don't want to just call you a liar, I question where you found a hard poly limit in Unity, if not in the manual, and therefore question the legitimacy of your information source.
You see, while @vpinto may be a know-it-all...they do seem to 'know it all' in this circumstance; poly limit is set by the platform you've chosen, not the engine itself. Having just done a cursory google search, it'd seem that most people agree: "While there are no defined limits to scene polygon counts [in Unity], the actual polycount level depends on the platform you're pushing the content for," which sounds pretty clear cut. (https://forums.envato.com/t/what-is-polygon-limitation-in-unity3d/75196)
And it makes sense, obviously a PC will have a higher limit than console (if there even is a limit for PC), which will have a higher limit than mobile, which will have a higher limit than...something worse.
So, to put an end to your "heated debate", your teacher is essentially, if not actually, correct! Even if there is a hard poly count limit in Unity, which I have not found, it'll be in the tens of millions, so who cares. Poly limit is based off hardware.
But to make this a bit more of a teachable moment, I fall back to my initial question of: why are you asking?
If you're in school for video games, which I believe you are, and you're looking to make meshes in the millions of polys, because more polys is more better...first, don't, and second, you should look up "polygon count and diminishing returns" or just check out this handy image: https://www.extremetech.com/wp-content/uploads/2013/09/polygon-count-diminishing-returns-consoles.jpeg It mentions tris, but it's basically the same premise. In terms of PC, AAA development, poly count doesn't really matter anymore. Yes, yes, hardware constraints, nuance and contexts prove that statement wrong, which is why I added the word "really" to that sentence, but increasing the poly count now a days does very little to make a mesh look better, and, in terms of performance, you're WAY more likely to be effected by DrawCalls, FillRate, and Bandwidth Limit, than poly count.
If you were hoping for someone smarter than your teacher to tell you they're wrong...sorry? But I'm not sorry, because that's kind of a dick thing to do, regardless of how much of an ass they may be.
Basically, if there is actually a hard limit stated in the Unity manual (and I don't think there is) please post it (not some answers.unity post from someone who doesn't work for Unity, please) so that you can prove your own teacher wrong, instead of relying on the Unity community to do it for you. (Though this will be purely semantics by this point, as they're still not wrong about hardware being the main benchmark for poly limit)
Until then...maybe trust the person being paid to teach you, when they tell you a thing? I mean, sure, they're an ass about it, but they're not wrong, and a cursory google search would've told you that.
Maybe that's why you're in school and they're the teacher?
-Sam, an employed person in the games industry,
thank you for that condescending yet informative answer
hope you do well in future endeavors.
:D
Follow this Question
Related Questions
Can I use 30K vertex Character for mobile 0 Answers
Simplify a very complex/detailed 3D model for mobile apps 2 Answers
Higher poly count when shadows are on even if no shadow caster present 2 Answers
What should my Polygon Budget be? 1 Answer
How to use Level of Detail on mesh terrain without gaps/holes 0 Answers