Too subjective and argumentative - You gotta just try it!
Modelling houses with interiors for Unity.
I want to make houses in my scene, but I am not sure how to structure it, should I make it modular or not and I am not asking about different objects through-out the house, like flower pots etc. I'm asking about the walls and floors.
Right now I have made wall segments in blender that are 1x3m, floor that is 1x1m and roof that is 1x1m and I'm using those to make a house, but it's really time consuming and due to it being modular it looks "artificial".
I am thinking about just modeling the whole house in blender but I am worried about Occlusion Culling. If I remember correctly Occlusion Culling disables whole GameObjects so if the house is visible at all, the whole house and also it's interior would get rendered possibly slowing down the game. I want to make those houses enterable without any loading screens so I'd want the interior walls, floors etc. to be culled while it's not in view. Is there a way to make the whole building model in blender but have it in pieces? I know I can manually cut up the mesh and separate them by selection but that also would be very time consuming and it would probably interfere with textures so they would look tore up on the mesh or lighting would be a bit off.
Other objects inside the house like tables etc. aren't a problem because it's not a problem to make them into their own separate objects and place them in unity. The main problem is the building itself. Or am I just worrying too much and even if all the walls are rendered it won't really affect performance due to the surfaces being mostly flat so there won't be many vertices.
Hey Giddy_Up - I'm not a performance expert, but I'm pretty sure it's better to take the time to cut up the mesh. Especially if it's a big house and a major part of the game. If it's a small house and only makes up a small portion of the game itself, don't bother cutting it and just use a whole gameobject.
Premature optimization is the root of all evil.
Work on your project. Don't worry about efficiency or performance, when you haven't even made it run yet.
Go with the simplest set up first (which would be the entire house as one big model), and see how it works. Only when it's running and you realize it's a bottleneck, then worry about optimizing your scene.
So here it is. The floor should be one 1-sided object. The walls should all be one 2-sided object. The ceiling should be one 2-sided object, with the roof. The windows should each be separate objects, and all additional detail should be separate objects. This will allow the occlusion culling to be the most effective, and the least amount of overall drawcalls at any given time.
Wait, is this going to be the best performance every time? Heck no, this is actually barely a safe bet. Let's imagine for a second that your house has 4 bedrooms, a bathroom, a kitchen, living room, and dining room, all with objects, floors, walls, different paints, everything. So is that original assessment going to work? No. Now the more modular it becomes, the better, because occlusion culling will again create less work for us, if our house is so extensively complex, but only if we break it down into smaller pieces for it to do so.
However, as Arkaid said, if it isn't a problem, don't worry about it. $$anonymous$$odular is fine, but remember that the pieces needed to AT LEAST match your $$anonymous$$imum occluder size.
Also I wouldn't worry as much about vertice count as I would texture resolution and shader passes.
Notice in some games how when outside a house the inside is blacked out and when you go inside everything appears. Its just one way to do it.
Follow this Question
Related Questions
Can I use 30K vertex Character for mobile 0 Answers
occlusion culling passes every object 1 Answer
Is Removing Ngons a Good Thing to do in Unity? 0 Answers
Camera still rendering everything even when using occlusion culling 1 Answer
One object with bones vs several objects without bones(animation) 1 Answer