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
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/
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.
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.
Your answer
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