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Question by FlashX · Mar 09, 2017 at 11:54 AM · polygon-count

Polygons = tris?

Hi all,

just been reading up on Unity and optimal polygon counts for characters on mobile devices. I presume this link means tris when it mentions polygons? can someone confirm?

https://docs.unity3d.com/Manual/ModelingOptimizedCharacters.html

cheers

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avatar image PseudoGamer01 · Mar 09, 2017 at 12:22 PM 0
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No first of all Polygons != tris. But Actually Half of Tris are almost equal to Polygons count. Usually we consider Half of Tris = Number of Polygons.

avatar image Pengocat PseudoGamer01 · Mar 09, 2017 at 01:05 PM 0
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yes Polygons == tris and it equals quads and n-gons. If the one who wrote the guide is a programmer he/she probably meant it as tris but if he/she was an artist it was probably meant as quads. The important number for performance however is vertex count that is a combinations of UV splits, Normal Splits and shader complexity which all have little to do with polygon count. However since modelling packages don't show the correct GPU vertex count then a polycount is all you have to go by before previewing the mesh in engine.

avatar image Owen-Reynolds · Mar 09, 2017 at 02:54 PM 0
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Almost all modelers, whether they know Unity or not, use the terms Tri and Poly somewhat interchangeably. For example, I'm told it's best to make a model using quads, only using tris for the messy parts. Since everyone knows that, saying Polys is short and accurate.

$$anonymous$$y longer explanation of Unity vs. game design common knowledge: http://answers.unity3d.com/questions/1252826/is-unity-for-beginners-if-not-what-else-should-i-k.html

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Answer by Bunny83 · Mar 09, 2017 at 12:47 PM

Unity as well as the graphic cards itself will render everything as triangles. A triangle is a polygon. Of course not every polygon is a triangle, but every polygon can be splitted into triangles and that's what every GPU / graphics interface does when you actually provide it a polygon. In Unity you can now create / import quad meshes (a mesh that only consists of quads). However under the hood it will be rendered as triangles anyways.

The triangle or polygon count is actually a bad indicator of the complexity of a mesh. You shouldn't hold too tight to the "recommended" numbers. Every mesh / model is different. For example it makes a difference if you can actually see all triangles of a mesh at once or if about half of them are on the backside. It's not like the back facing triangles are not there, but it usually renders a bit faster. Likewise mobile devices usually have weak fillrates, so it's more important to avoid overdraw or expensive fragment shaders.

So the answer is yes: When someone talks about "polygons" in Unity he usually means triangles.

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