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Question by bajsko · Jul 10, 2015 at 01:41 PM · meshperformanceperformance optimizationmeshrenderermeshfilter

Unity5 Procedural meshing slower than in Unity4?

Hello Unity Answers. I recently got back to developing games in Unity and I downloaded Unity5. My previous project involved making meshes from code, and I wanted to continue with that project so I ported the code to Unity5. Now here's the problem: With unity5 a single untextured face takes up to 20 seconds to render. I switched to Unity4 with the same code and it renders instantly. This seems very odd since one would assume greater performance with a newer version, right? Is there some new option I should disable to make it load faster?

Note: When I say 'render' I mean run the scene in the editor

Edit: The code I'm testing with is just the example on Unitys docs: mesh

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avatar image bajsko · Jul 10, 2015 at 02:17 PM 0
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@tanoshimi Thanks for the quick response. I've looked up realtime & baked GI and tried to disable them both, but I still get the same result. The code that I'm testing with is pretty much exactly the same as the example code from Unitys documentaion: mesh

avatar image Eric5h5 · Jul 10, 2015 at 04:28 PM 0
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There's no performance difference with meshes that I've seen. The code in the docs renders instantly.

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Answer by bajsko · Jul 11, 2015 at 12:25 PM

I found the error. It has nothing to do with Unity5, I just accidently extended a class with MonoBehaviour when not needed. This caused several warnings and slowed down the build process.

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