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
0
Question by George_1999 · Dec 17, 2014 at 12:11 PM · texturemeshperformanceseparate

Multiple meshes vs single mesh (performance vice)

I always split my meshes (levels , characters etc ) into many separate ones so i can texture them more easily (apply different textures on different groups of faces) but i am worried about what impact does this technique have on performance because i'm developing for mobile .

Comment
Add comment
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

2 Replies

· Add your reply
  • Sort: 
avatar image
1

Answer by Antony-Blackett · Dec 17, 2014 at 12:19 PM

It really depends on what devices you are targeting, what framerate you're targeting, the complexity of your shaders and how many meshes and materials you have on the screen at one time.

I generally target 60 fps on most devices from iPod 4 upwards. I find that the iPod 4 struggles with anything over 40 drawcalls with basic shaders.

If you do not take advantage of batching then you may find you cannot draw much before you have too many drawcalls. Without batching a draw call is generally made for each mesh you have on screen.

However if you take advantage of Dynamic batching, or depending on your game, Static batching, you can greatly reduce drawcalls and/or increase the number of objects you can render at once.

http://docs.unity3d.com/Manual/DrawCallBatching.html

I suggest you read this page.

Comment
Add comment · Show 2 · 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
avatar image George_1999 · Dec 17, 2014 at 01:10 PM 0
Share

So short answer it is bad for performance ?

avatar image Antony-Blackett · Dec 17, 2014 at 07:33 PM 0
Share

Usually, yes. But it's good you get an understanding of why.

avatar image
0

Answer by Jusvalt · Oct 09, 2017 at 11:32 AM

This is not so trivial thing.. If you will optimize with culling feature and you use pixel lights especially when you are choose forward rendering path, separate meshes boost your performance..

Culling is useless, if your whole level is one big mesh.. More meshes, more benefits the occulsion culling offer in terms of performance and draw calls. If you have big mesh and only one little corner is showing, and pixel light hits it.. You know what I mean..

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

4 People are following this question.

avatar image avatar image avatar image avatar image

Related Questions

Reusing assets / performance question 0 Answers

Performance Question 1 Answer

Occlusion culling and mesh combining possible and working? 0 Answers

Mesh Creator (editor script) At Runtime 1 Answer

Procedual quad doesnt display texture - only single color 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