Optimization problem...
I'm trying to optimize my scene reducing vertex, using LOD and batching static objects, but there are still framerate problems. Here an image of my stats:
I think that there are too many shadows, but i don't know...
Not enough information. Inspector? Structure? What kind of project is it?
It's a 3D Project... Few days ago I added some area light and i had to optimize the scene because after this framerate became instable. Here the area light:
So I began to reduce vertexs (in that position i reduce them from 6$$anonymous$$), to add LOD in "multi-vertex" models and to batch some models... but the problem is not solved at all. Do you have any advice?
Yes, 700 realtime shadowcasters is a huge amount and that's why you've got so many separate batches. You only need realtime shadows for your player character and key moving objects - perhaps 10-20 max - bake all your other shadows.
I thought to bake shadows, but I need to use only realtime lights because these one must be activated and deactivated by lightswitches... how can I solve this?
Yes you should use probably Baked Lights/Shadows. But those doesn't prevent them from being turned off/on with their enabled property on the light or the Gameobject directly. You just cannot move them, but you can still deactivate them.
Answer by D4us · Nov 13, 2016 at 06:05 PM
i think 70 fps is not bad , use baked lighting if you can . also can you show us what are making ?