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Reduce lag... in Unity Indie?
Hello, I'm using Unity Free Version and my scene has a lot of things in it, around 1.4M tris. Is there a way to reduce the lag this causes? I can't use occlusion culling so that's not an option. Any help is appreciated.
Thanks
Answer by haim96 · Dec 02, 2013 at 08:51 AM
beside of Batching, i recently learned that caching moving objects transforms can greatly improved performance. i tried it in my project and it's true! so if you have a lot of bullets flies in you scene, cache the transformation.
Answer by GameVortex · Dec 02, 2013 at 08:27 AM
You can most likely use batching to reduce some of the draw calls and lag: Batching
Answer by WarLordYT · Dec 02, 2013 at 09:39 AM
Turn off VSync if you have it on, although it reduces the amount of visual tearing, it tends to use ALOT of ram for some reason.
Create lower-poly versions of your meshes.
You could've create a simple little script that checks if the camera(s) can see 'this' object, if it can't, you could deactivate the object until it is visible. Eg.
> function Update() > { > if!Renderer.isVisible) > { > transform.active = false; > } > else > { > transform.active = true; > } > }
Hope this helps :)
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