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This question was closed Mar 17, 2013 at 10:27 PM by Baldinoboy for the following reason:

The question is answered, right answer was accepted

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Question by Baldinoboy · May 31, 2012 at 06:48 AM · performance

How powerful is Unity?

Hello. I am new to Unity and I am going to be asking a lot of questions. First I was wondering how much can do with Unity. How many tris can you have before it is too much. Can it take high quality texturing. How big of a map can you have. This is all for pc development. Also I was wondering if anyone has advice for good C# tutorials. Thank you very much for your time.

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Answer by zico_mahilary · May 31, 2012 at 08:55 AM

i guess tri-limit depends on your machine

http://forum.unity3d.com/threads/4384-Getting-rid-of-65000-tri-limit-for-a-mesh

and u will find tutorials here

http://catlikecoding.com/unity/tutorials/

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avatar image whydoidoit · May 31, 2012 at 09:33 AM 0
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I can't make that second link work...

avatar image Wolfram · May 31, 2012 at 09:54 AM 2
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fixed the link.

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Answer by Wolfram · May 31, 2012 at 10:03 AM

Generally, the limitation will always be your graphics card, not Unity. Unity can deal with quite a lot at the same time: millions of polygons, several scenes, hundreds of scripts and whole script frameworks, high-resolution textures up to 4096x4096.

Our main project has about 9000 assets, the standalone build consists of 42 scenes with 30-40 4096x4096 textures, several terrains with detailed height maps, hundreds of models, shader effects, you name it. The build size of it is 2.7GB, mainly caused by textures, but also terrains, models, and videos. While working, the editor process rarely exceeds 2GB RAM.

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avatar image Bunny83 · May 31, 2012 at 11:04 AM 3
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Just want to add another limitation: The vertex count of a single mesh in Unity is 65534 because Unity uses only a 16bit index buffer, but you can have as much meshes your pc can bear.

avatar image Wolfram · May 31, 2012 at 02:04 PM 0
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I believe they even limit that to exactly 65000, for both vertices and triangles, and also particles in a particle system (at least the pre-3.5 particles, not sure about the new Shuriken system). AFAI$$anonymous$$ since 3.5 at least the mesh importer works around that problem by automatically splitting up the mesh, but for Script generated meshes, this won't help you.

avatar image hardRock · May 31, 2012 at 04:02 PM 0
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thanks for the info

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Answer by GC1983 · May 31, 2012 at 07:41 AM

You should research the site, YouTube, and other topics related to Unity's capability along with high-quality games that have been created using this engine.

All that you have asked, the answer is yes. The game can be pretty damn big and detailed. The maps can be enormous. But, keep in mind, size isnt really a factor when it comes to how much you want to put in. You can scale the game to a fraction.

Some of your best tutorials in C# can be found on Unity's resource site. It has descriptions and examples of their pre-defined functions and methods.

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avatar image torrente · May 31, 2012 at 02:45 PM 0
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From what I have experienced, if Unity has the capability to do something (such as displaying a mesh, texture, animation...) it runs very comparably to any other engine. But, the issue that I've occasionally run in to is that there are some things which Unity simply cannot do right now. When working with Unity, I often find myself asking if it is something that Unity can do, and not nessesarily is it something that Unity will be able to process well. The only time that I felt I "broke" Unity was when I was trying to use the cloth simulator as glass... Looked amazing but boy the computer was not happy with it!

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Answer by Baldinoboy · May 31, 2012 at 03:11 PM

Thank you all very much. Just wanted to understand more and I really like how fast the question was answered. Thanks again.

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