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Question by Neffy · Mar 16, 2014 at 08:49 PM · terraincrashenvironmentseamless

Seamless Open World Environments

Hi, after testing many, many times on my own with this exact subject, I've noticed that Unity handles this extremely well until you hit a certain size in which it then has a terrible crash. For instance, I've tested Unity with a normal size terrain with 75k trees and it hardly put a damper on my fps. But testing it with a double sized terrain and 50k trees shot my fps to the floor. Testing it with a normal sized terrain and 125k trees crashed it almost instantly.

TL;DR

What's the point of no return in Unity when it comes to open world environments? After experimenting myself and trying to figure this out on my own, I'm highly confused. Unity always reacts differently for me in every test I put it to. Any help?

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avatar image getyour411 · Mar 16, 2014 at 08:55 PM 0
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Sounds like it would come down to client $$anonymous$$emory and, although usually a bit more obscure but possibly an issue in your case, the 64k limit of colliders per level; do your trees have colliders? Also, if you intend to have any sort of interaction with these terrain trees (like lumberjacking, harvesting, etc) you will want to bring this number down as the interaction with the trees will probably require a foreach loop and with that large of a number you will feel it.

Also, have you considered using multiple terrains in your scene?

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