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Question by radhat2009 · Mar 13, 2016 at 07:26 PM · c#scenesavedesign-patterns

Have 1 Big Object or Multiple Smaller Objects

In Unity what's the best choice? Is it easier to work on having 1 large complex object (made in Blender) with multiple sub-objects (children) or to break the model apart (say by panels) and bring them in one by one.

For instance, 1 large case containing multiple panels or 1 Case Panel 1 with switches, gauges, dials etc Panel 2 with switches, gauges, dials etc Panel 3 with switches, gauges, dials etc etc.

or 1 Case Panel 1 Switch1 Switch2 Guage1 Guage2 Guage1_Needle Guage2_Needle

I'm just starting out and I get the feeling that the way I'm currently working, I'm setting myself up for failure.

Any assistance would be appreciated.

Thanks

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avatar image Graphics_Dev · Mar 13, 2016 at 09:16 PM 0
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http://answers.unity3d.com/questions/1126809/which-way-is-the-best-for-reducing-size-of-game-as.html#answer-1126814

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Answer by SaurabhStudio · Mar 14, 2016 at 06:23 AM

Hello @radhat2009

This may help you

http://www.paladinstudios.com/2012/07/30/4-ways-to-increase-performance-of-your-unity-game/

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avatar image radhat2009 · Mar 14, 2016 at 03:37 PM 0
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Thanks for the answer. I was/am hoping for an answer not so much as game performance, but more from a workflow/ease of development standpoint. Based on your answer and Graphics_Dev both appear to be leaning the same direction. I will give it a shot.

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Answer by radhat2009 · Mar 15, 2016 at 07:53 PM

@SaurabhStudio This is the answer I was looking for, for anyone that comes after.

http://answers.unity3d.com/questions/677247/high-poly-vs-low-poly-with-3d-modeling.html

Basically, import piece by piece (the reason is polygon count) you want to keep it low.

However, Saura gets the reward (if I had any to give) as it was the only answer submitted.

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