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Question by creatortag21 · Jan 27, 2016 at 10:13 AM · scenemodel

Building the scene

Hello,

So i was wondering how to build the scene. I mean, should i make all the objects seperatly and then put them together in unity. Or should i make the whole environment in my 3d modeling program and then import the whole scene into unity?

I think that fundamently it won't change a lot since in both ways you have to load the same amount of meshes so it's up to your preferences?

I'm asking this questions just to know if it changes anything for unity.

Thank you

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avatar image Munchy2007 · Jan 27, 2016 at 10:47 AM 0
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Depending on the 'style' of your scenes, you may want to take a look at ProBuilder on the asset store.

avatar image creatortag21 Munchy2007 · Jan 27, 2016 at 11:23 AM 0
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I know there a "how" in my question. But if you read it carefully i'm asking where to build it. Unity or Another Program (Blender in my case). Cause you can make all the different object (trees, ground, bridges, anything) and then mix them together in unity.

avatar image Munchy2007 creatortag21 · Jan 27, 2016 at 12:01 PM 0
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Fair enough, I only suggested ProBuilder as an alternative option that you may or may not have already considered, as I've found it to be useful on more than a few occasions.

As you didn't give any clear indication as to the contents of your scenes there was a possibility that you could have found it useful also.

Seems like I shouldn't have bothered.

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Answer by fffMalzbier · Jan 27, 2016 at 10:27 AM

Its up to you and your workflow. Make sure your level is split into sections so that occlusion culling can work with your level if you decide to use it.

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avatar image creatortag21 · Jan 27, 2016 at 11:14 AM 0
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I was into using load additive. Idk how it works tho i'll check that later, it's not that hard to split a level into pieces... i guess. So i will build everything in blender.

avatar image fffMalzbier · Jan 27, 2016 at 01:08 PM 0
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$$anonymous$$aybe splitting it into different files would make sense, always have to reimport the whole level because only one polygon was changed can take much more time than anticipated.

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