Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by bromley · Nov 13, 2016 at 01:42 PM · optimizationshadowsvertexbatchinglod

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: alt text

I think that there are too many shadows, but i don't know...

immagine.png (63.1 kB)
Comment
Add comment · Show 10
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image TreyH · Nov 13, 2016 at 02:08 PM 0
Share

Not enough information. Inspector? Structure? What kind of project is it?

avatar image bromley TreyH · Nov 13, 2016 at 02:39 PM 0
Share

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: alt text

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?

immagine.png (22.2 kB)
avatar image tanoshimi · Nov 13, 2016 at 02:43 PM 0
Share

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.

avatar image bromley tanoshimi · Nov 13, 2016 at 03:41 PM 0
Share

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?

avatar image amimox bromley · Nov 13, 2016 at 04:35 PM 0
Share

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.

Show more comments
Show more comments

1 Reply

· Add your reply
  • Sort: 
avatar image
0

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 ?

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

62 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Frame rate stays at 10 fps even when all meshes changed to cubes 0 Answers

Batching for randomly generated level 0 Answers

Designing an efficient cloud particle system to represent weather 1 Answer

Increase in batches from shadowmaps 0 Answers

More saved batches than actual number of batches? 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges