Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
1
Question by GKdev1980 · Oct 15, 2014 at 09:47 AM · terrainmobilegrass

Effecient grass for mobile devices

I want to cover a small surface with tall grass. I've tried Unity Terrain (for the first time), covered my whole area with grass, but I get a couple of thousand draw calls, which renders the game unplayable to any mobile device.

The game I'm working on has an Augmented Reality environment, so I need the whole area of grass to be visible at all times (thus it makes no sense to reduce the "detail distance", in fact, I have to raise it all the way to the top).

I thought of editing the grass.psd file and tile the whole thing a few times horizontally so that I would have to paint less pieces of grass, but I'm having some trouble with that, don't even know if it would look good enough.

Is there anything else I can do?

Comment
Add comment · Show 2
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image tanoshimi · Oct 15, 2014 at 09:52 AM 1
Share

Does the grass need to move? (i.e. to sway in the wind) or can it just be a load a billboards? Unity's entire terrain system, not just the grass, is not really suitable for mobile devices, so I'd give up on that. The other problem you need to consider is that transparency can be expensive on mobile devices. You can reduce the need for transparent shaders by using more highly detailed models, though that will increase your vertex/tri count as a tradeoff. It really depends on what you consider an acceptable tradeoff between performance/quality.

avatar image GKdev1980 · Oct 15, 2014 at 03:53 PM 0
Share

Well, it doesn't NEED to move (it sure looks a lot more realistic and nice when it does). The thing is, that if I used a s$$anonymous$$dy camera (or at least a camera moving only to one specific direction) I could probably get away with using simple static billboards. The fact that it's an Augmented Reality app though, meaning that the user could change his viewing angle at will would make it very unrealistic.

Basically, what I had in $$anonymous$$d, is having a thick -medium height- grass or plantation (as thick as it can be, or as thick as I can fake it) and ma characters poping out of it.

I could model my grass in 3DS $$anonymous$$ax and import it to Unity (even animating it there), but even that would bump the tris/vert count and I'm not sure if I could do it efficiently enough keeping a quite low number of draw calls.

If what I have in $$anonymous$$d is not feasible, maybe I should change my whole approach, even plan the whole thing from the start.

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by Jaqal · Oct 15, 2014 at 03:22 PM

Try lowering your detail resolution and raising your detail resolution per patch. I was having a similar problem and once I raised my resolution per patch from 8 to 32 I saw a huge drop in draw calls and only a small difference in grass density. Turning grass billboard off will help it to appear denser as well.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

29 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Camera flickers near terrain grass/detail on Mobile 0 Answers

Detail texture and mesh for grass and bushes not rendering correctly on device 1 Answer

Grass Textures of Terrain changing colors dinamically 2 Answers

Is Terrain Glitched???? 0 Answers

Detail mesh pipeline 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges