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Question by samz · May 16, 2012 at 08:05 PM · mayaverticespolygon-count

1 polygon lots of vertices

i have a plane im modelling in maya and importing it into unity. It has only one face but many vertices to create a certain shape. My question is will this slow down the performance similar to having lots of faces/polygons?

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Answer by Piflik · May 16, 2012 at 08:05 PM

It doesn't just have 1 face. It has multiple. It is triangulated (although this is hidden in Maya).

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Answer by Tasarran · May 16, 2012 at 08:07 PM

It will be broken into triangles when you bring it into Unity.

There is only one shape in Unity, triangles.

So, yes, it will have exactly the same effect on Unity as if it were broken into triangles by your modelling app.

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avatar image Piflik · May 16, 2012 at 08:11 PM 0
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It is actually the same in $$anonymous$$aya (or any program using polygons). Each and every polygonal mesh is built only from triangles. Always and everywhere. However, most modeling applications hide this triangulation from the user.

avatar image samz · May 16, 2012 at 08:58 PM 0
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DA$$anonymous$$N. so that means my plane which i thought was less power needed to render is going to actually slow my app down? i started off with a plane and added lots of vertices to shape it up. nooooooo :((

avatar image Bunny83 · May 16, 2012 at 09:01 PM 0
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Not always and everywhere, but almost ;) $$anonymous$$ost hardware is optimised for triangles. OpenGL also allows polygons and the triangualtion is done at hardware / driver level, but there are ways of rendering polygons directly without triangulate them, but most graphics cards work on triangles only.

avatar image samz · May 16, 2012 at 09:10 PM 0
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thanx for trying to cheer me up lol but i think my iphone game will be slowed down in then end coz of this :( and to think i was doing good coz i fort i only had 1 face :(

avatar image Piflik · May 16, 2012 at 09:39 PM 0
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Triangulation is not a hardware only limitation. $$anonymous$$eshes are simply triangulated when you create them with polygons. Three points define a flat plane (triangle). When you start throwing more points in there and don't triangulate it, you'd get undefined surfaces.

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