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Question by Animator76 · Apr 25, 2014 at 06:39 AM · polygon-countscene-size

A Unity Scenes limits?

I'll start with the questions so you an ignore my backstory if you choose :)

How do I know how large a single 'level'/'scene' map can be? And is there a rule of thumb as it were, for a scenes poly count?

My intended projects last incarnation was as an isometric tile game, is there any benefit to making your games maps/scenes/levels out of tiles/prefabs in Unity?.. The only upside I can see right now is for the textures maps.. besides that I feel Modelling them in Maya will be a better fit for me.

...

Totally new to Unity... I call myself an Animator rather than a Game developer.. I'm on the noob side of average in languages like Java, Actionscript and MEL.

I'm a good 3d Modeller, but I don't know how this translates into Unity... I just found Unity through a Digital Tutors video on optimising meshes for game development... and am now hooked, I have resurrected a project that I've had for a while. - To make an MMORPG (please don't scoff just yet)

My MMO began life as a text based MUD... I worked out all the game logic, wrote what could be referred to as pseudo code. But knew nothing about OOP languages. When I learned Flash and actionscript I unshelved my old idea and began trying to make it an isometric tile rpg but found it very cumbersome and I had no idea how to make Multiplayer functionality... soon shelved it.

A few unity tutorials from DT make me believe I can create the game map for my RPG and walk around it with a first person controller incredibly easily..

My concept for my MMORPG never entailed a 'Massive' sprawling world, the vision was always compact/dense to encourage conflict :)

In Flash it consisted of 18 zones. Each zone was made up of 18 areas - each area 27 x 54 tiles.. each tile a little larger than the player sprite... This was smaller than i wanted the final game to be but was my beta map. So come my ltest effort with Unity I was about to start just making 18 seperate zones.etc etc Using the exact same tile layout I have from my Flash incarnation...

When trying to find an existing answer to this question I found someone proposing to make a 70km by 30km map... this lead me to believe I can just make it as one big entity.. I'm hoping if this is a bad idea someone will respond before I get too far.

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avatar image getyour411 · Apr 25, 2014 at 08:02 AM 0
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Platform? Assu$$anonymous$$g this is PC, your poly count "limit" is very high; you control that by quality settings, active/passive mesh objects, etc. Very lush worlds with 1+ million verts are demo'd often on YouTube. There's no rule of thumb, it's your vision+capabilities+target platform limits. Obviously if you are talking mobile (which seems unlikely w/ $$anonymous$$$$anonymous$$O thrown in there) you have to scale back.

avatar image nastasache · Apr 25, 2014 at 09:33 AM 0
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Here is the largest scene I created (using tiles), after a lot of tests trying to reach the Unity limits:

http://www.peopledin.com/game/h/ro-munti/Web.html

The major issue I found was the memory limitation to 3GB at compiling time. I didn't find any solution to pass this limit.

avatar image AlucardJay · Apr 25, 2014 at 10:04 AM 0
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I cannot find the reference in the docs, but there is a limit of 64$$anonymous$$ colliders in a scene.

Edit : there is a mention of it at the bottom of the trees section : Note that the PhysX engine used by Unity only handles a maximum of 65536 colliders in a scene.

avatar image Animator76 · Apr 25, 2014 at 11:09 AM 0
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Thanks for replies... yes I am intending for it to be PC based. getyour411, 1mill sounds like a lot, and will definitely be more than needed for the gamemap and set dressing and such.. but if it gets populated with chars and their own props I imagine that number isn't that large... After posting my question, I'm now thinking about dividing it anyway Alucarjd thanks for that figure, but is that collider components or say collider verts... I'm hoping its the former.. Nastasache I am still loading that link... :)

avatar image Graham-Dunnett ♦♦ · Apr 25, 2014 at 02:53 PM 1
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@nastasache - the other solution is to export assets into asset bundles so they no longer need to be loaded into memory when Unity is making a build.

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