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Question by rdurnin · Aug 21, 2014 at 10:32 PM · terraingeometrymemory managementsubmesh

Handling large vertex counts.

Hello, I am procedurally generating a large ground mesh and am looking at how to speed up geometry loading on mobile. I have partitioned a large mesh using an octree and am loading sections of it on demand using GameObjects, as Mesh nodes were not able to handle the vertex count.

I would like to hear some strategies for building and flushing large swathes of geometry using Unity as, at present, the overhead of creating and deleting GameObjects seems to be thrashing the stack and eventually slows down.

Does it make sense to generate 500+ GameObjects on load and to populate and strip them as needed? Or are would using a SubMesh to host the tiles work? Ideally I would like to register the Mesh as a Terrain with Unity, and make it available to Unity's internal optimization.

Thanks, r

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avatar image Cherno · Aug 21, 2014 at 10:36 PM 0
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I'm not sure how well mobile systems are able to deal with procedural on-the-fly mesh generation, but if you make your chunks mall enough and update them not all at the same time, but rather offset throughout the frames, then it should be possible to achieve decent framerates.

I don't see how a submesh would help as these are still part of a bigger mesh. I think they primary use is for using different material on the same mesh (that's how I used them anywaY).

This thread is a great resource for $$anonymous$$inecraft-like games:

http://forum.unity3d.com/threads/after-playing-$$anonymous$$ecraft.63149/

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