Getting extra Tris while importing mesh from Maya to Unity
Sry if the question is Already asked.
I've never seen anything like this! I was working on a modular building in maya and unity when i decided to manually batch the model parts to get less drawcalls. the assets were not getting batched I don't know why probably i missed something. by static batching. anyway that's not my issue. I arranged the asset parts in maya and combined the entire mesh. it's not a giant building with a lot of modular parts just a ruined traditional Persian building with a yard, a pool, a great big hall and a bunch of arched pillars. it's just using 4 repeating materials (walls & pillars , ground, concrete for pool, and water) I'm using PBR materials created in Substance Suite. the problem is combined and triangulated mesh for static Batching in maya is something around 5K Tris but when i gets imported to unity it has around 5 times more Tris. BTW I'm Working with unity LWRP anyone have any experience with it? is it good for Android Low End Devices? because i'm getting 10-15FPS on my Huawei Y5 2017 & Samsung Galaxy Note 2 (I know the second one is a living Fossil)