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Is it better to create a level in Unity with reusable components, or export the whole level from 3d software?
So far I have been creating 3D components and importing these into unity to create a level. But I wondered is it better to just create the whole map and import it all at once? Is there an advantage? Perhaps all as one mesh collider is more efficient?
Answer by InfernoZYB · Apr 23, 2015 at 10:42 PM
Yea it is better to create the map in a 3d software because unity has around 65k limit on collides. I myself made a massive world and used random tree placer with 100k and it starts to get wonky. I would just place the lighting, character, and interactive items with unitys editor.
Thanks very much for the answer. This is what I'll do them. I feel a little nervous about it though, because if I want to make a small change it feels like more effort, I'd have to go back to 3Ds $$anonymous$$ax, then export and import into Unity. But if it's better doing it that way then so be it!
Also I've noticed that Unity's vertex snapping doesn't seem to work very well. It leaves gaps. I've screenshotted the difference here: http://www.indiedb.com/members/drball/blogs/about-vertex-snapping-in-unity