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Answer by Eric5h5 · Apr 12, 2013 at 03:47 AM
The limit of 65K vertices per mesh is the same as in Unity 3. There never has been a triangle limit. However, in Unity 4, single objects with >65K vertices will automatically be split into multiple meshes as necessary when imported.
Yeah I was thinking of the vertices. Thanks, good to know that about Unity4.
You do realize that the 3 in Unity 3D doesn't point to the version number?
It is not called Unity 3D, and never has been. The name of the program is Unity. The website address "www.unity3d.com" was only used because "www.unity.com" was already taken, and nowhere will you find Unity officially referred to as anything other than "Unity". (Personally I think they should have been a little more creative when thinking up the site name; something like "www.unityengine.com" would have avoided this confusion, and I think it sounds cooler. ;) )
And! There is an actual "Unity3D" engine, which is used by WWII Online. It's a proprietary engine not related to Unity, and predates it. Unity Technologies licensed the name so it's cool.
If you own a trademark then you can do what you want with it, including licensing it to others. It's not like anything else aside from WWII Online will ever use the Unity3D engine, so I imagine they thought the agreement wouldn't hurt them.
Answer by Loius · Apr 12, 2013 at 02:53 AM
The limit of 65535 of whatever it's the limit of per object is still in place. It's something like 'combined vertex information', or something like that. I don't know exactly, because:
The issue with worrying about the limit is that, if you hit the limit, your model is already not appropriate for a game environment and it needs to be pared down anyway. :)
The reason I ask, is not for gameplay models, but models to create cutscenes using hipoly models, so it looks better, but not for actual gameplay. So, that is why I am wondering about the limit. So it's 65k? In unity3d it's 30k.
Answer by Razacx · Apr 12, 2013 at 02:25 AM
There isn't a real limit. However, too much polygons (triangles) would slow down your game a bit, tough, your performance is mostly affected by the materials you use and your game logic. I think something up to 300K would still be fine.
I think the question is about the limit on vertex information per mesh, but this is also correct - there's no real limit per scene other than computing power.
the question is about import mesh limit, per mesh, not scene limit.
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