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is modular building in unity not recommended?
i heard that to achieve the best performance in unity its recommended to import objects that consist of about 2000 polygons.. is it true? does it mean that modular building of environments may result in some issues?
Answer by whebert · Mar 25, 2013 at 09:49 PM
I don't believe that should be a factor. Your overall performance will have more to do with final polygon counts, script performance, shader complexity, texture use, etc. The 2000 polygons per object limit is very arbitrary, and would entirely depend on how many objects you had in the scene. If you had 1000 objects, each with 2000 polygons, and every object doing some complex pathing or AI, then you may have an issue - depending on the system you're running it on of course.
I've recently had a scene with well over 1 million polygons in view, a lot going on in scripts, and my frame rates were over 50 fps if I recall - on a nice desktop system though.
As for building modular environments, it would all depend on what you're building. I think Temple Run and Temple Run 2 probably use modular segments for their endless track, and they run very smoothly on fairly modern iPhones, iPads.
thanks a lot for answer
does it play any role in performance whether i have one million poly object or 500 2000 poly objects or 2000 500 poly objects?
Yes , there is some overhead associated with updating each object in the scene, so all else being equal, the more objects you add, the more time each frame will take. But the main point is that Unity is a sweet engine and is capable of quite a lot, but it all depends on how you use it. The same would hold true for any game engine. Just start building and see how it goes. If you have Unity Pro, you can use the profiler to deter$$anonymous$$e if you are CPU or GPU bound, and drill down to deter$$anonymous$$e what is causing the performance issues, if any.
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