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Slowness when viewing models in scene view
Hello community,
I'm building a game (exploring part of a city). I've an expert engineer with 3D Max, we have the part of the city model built in 3D Max.
First of all, the model contain around 22 Building, our first try was splitting the building and exporting each one in FPX extension, some of them wasn't even imported to unity since the files was very big (around 2,000,000 polygon and more that 500,000 vertex), we split it more until the unity imported them successfully. But when I have the first 4 building, the scene view become very slow when exploring the objects and when building it, the first person controller barely move. I've investigate the problem and got a conclusion that we have to split the models to so many files (each file does not exceed 64,000 vertex). I've got a better result when importing the first 4 building, but when adding the other building the problem appears again.
So, My question is, what is the best way to have a complex, very detailed model in unity? do I have to split the files more? I'm facing this problem a month ago and I've couldn't solve it.
2,000,000 Polygons is a bit intense for geometry, are you sure they are optimized models? also meshes cannot have more than 65534 vertices per mesh and if they are not triangulated, they will be automatically processed upon import, if you're using quads and splitting it into 64k quads, it wont work either because that will be 128k triangles. One thing is, you will still have lag issues because you will need to have 31 separate meshes for a 2,000,000 vertex mesh and this can cause lag itself with the excessive amount of objects. The only suggestion I can give is, optimize the models.
The amount of polygon is per building, they are very detailed, actually they were built using Revit, then the engineer convert it to 3D $$anonymous$$ax. So, What kind of optimization you are recommend? It's hard to rebuild it again since it contain a very huge number of objects. How could I reuse it in a smart way? By the way, thank you for your comment and your quick response :)
Answer by plsright · Feb 26, 2014 at 10:59 PM
You do have to be very careful when making extremely detailed models. Using bump maps instead of actually subdividing game objects will save a lot of resources on your computer. The only other way to be really able to handle that besides the bump maps is by getting a REALLY fast computer. If you are making a game that lags like that, you need to consider how many people would actually be able to play the game. Not that many people have god level computers, so you need to think about that as well. Overall, I really do just suggest using bump maps. I really don't think there is any other efficient solution. Hopefully that helps!
Thank you for the answer, actually I'm trying to build an exploring environment for a part of a city, I want to release it on the web, tablet, desktops. So, is it possible to do it using unity? The $$anonymous$$ax file that I have is very complex, they is a lot of separated objects, layers, ....
You will need to make use of Unity Pro's occlusion features to be able to get anywhere close to that goal, loading an entire city at the same time = massive issue. You will be able to do it much easier if you're city is static ( does not move ) but you will need Unity Pro to achieve that. Also, I suggest making separate versions of 3D $$anonymous$$odels for different platforms. You cannot put 2 million polygons on a tablet device.
That's awesome, thank you very much for pointing me on a feature like that in unity, do you think it gonna help? One more question, which is better, to have an attached object from 3D $$anonymous$$ax, that contain all the meshes in one object pointer? Or to have it separated? Like having an entire building walls in one object pointer (mesh) in unity, knowing that in the 3D $$anonymous$$ax, they are separated, the total for the walls object around 500-1000 object.
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