Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Anh · Aug 23, 2013 at 04:30 AM · performance

What's a solution for epic battle?

Hi all, i have a big problem in my project, it's a epic battle with hundred soldiers. I tried to do some way in http://docs.unity3d.com/Documentation/Manual/OptimizingGraphicsPerformance.html to make it smoothly but i didn't get the good result. Maybe the GPU has too many vertices to process and CPU does so many "drawcall", but i don't know how to solve it. Do you have any ideas about this problem? Thank you.

Comment
Add comment · Show 3
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image ShadoX · Aug 23, 2013 at 09:33 AM 0
Share

Perhaps it's not a matter of rendering it, but other calculations that might slow it down? Any chance that you're using way too many colliders, physics objects or some other calculations that might cause problems?

avatar image Anh · Aug 26, 2013 at 10:00 AM 0
Share

Thank for comment ShadoX, you're right, i have more than 100 soldiers on a battle, each soldier has a box collider and rigidbody. I must use them to control the soldiers. About calculations, i try this to optimize scripts.

avatar image ShadoX · Aug 26, 2013 at 05:06 PM 0
Share

That sounds like a lot to process. Try having just one soldier on the field and keep adding more to see how much your PC can handle. I'd say that you could try grouping a couple of soldiers into one big collider ins$$anonymous$$d of having one for each character or perhaps try looking into other ways of improving this part of the game.

[edit] have a look at http://gamedev.stackexchange.com/questions/27529/essentials-for-building-a-rts some of the info might be useful :)

1 Reply

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by vexe · Aug 23, 2013 at 04:36 AM

It's hard to tell what's going on in your environment, you provided little to no information. Your question was broad. But you might try this.

Comment
Add comment · Show 3 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Anh · Aug 23, 2013 at 05:38 AM 0
Share

Thank vexe for your link, the problem is, i can't reduce vectices and triangles of soldier model any more, so with hundreds soldier render in a frame, GPU has too many vertices to process. But the require vertices for mobile is "not more than 100 thousand vertices". I wonder if there're some way to fix it. Sorry for my bad english! :(

avatar image MaT227 · Aug 23, 2013 at 09:06 AM 0
Share

I think you need to provide informations about the camera position (near or far) and you scene organization. If it's a vertex problem, you can try playing with LODs or Occlusion Culling. If it's a draw call problem as @Anh said you can combine meshes or use only one material per object.

avatar image Anh · Aug 26, 2013 at 10:17 AM 0
Share

Thank for your comment - @$$anonymous$$aT, In my game, the camera position is far, i must put it far from my game area to render all gameObjects in scene. This is information of camera: my camera About combining meshes, i just use one material cube for soldiers and i thought it wasn't neccesary for combining meshes. About LODs and Occlusion Culling: i will research about this. So thank you again.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

18 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Saving HashSet using BinaryFormat 1 Answer

Google SketchUp and Unity: How to avoid performance issues? 0 Answers

How to manage memory in a 2D Platformer game? 0 Answers

iOS Game starts to stutter over time 0 Answers

Loading Movie-texture timing. 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges