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Question by zpinner · May 03, 2012 at 09:22 PM · performanceassetbatching

batching and editing building with pieces

Hey guys, take a look at this:

http://u3d.as/content/jacal/big-environment-pack/2T9

Jacal made I really nice work with those assets, but I was wondering how could I handle batching with all those objects seperatedly, considering that I'd build a whole castle with it for instance. Does unity handles that? is it possible for me to handle that? how worst is this approach against having the whole scenario as one mesh with one material (with a big texture) ?

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Answer by chainedlupine · May 03, 2012 at 10:12 PM

Generally, you want to avoid having one giant mesh for very large levels. Things like view frustum or occlusion culling doesn't work very well with such creations.

Unity's scene graph is more than able to handle hundreds or even thousands of separate objects. Though you do have to balance things as a part of creating your game; Such as rising number of draw calls for lots of on-screen separate meshes, the amount of active nodes in the scene graph (ie: gameobjects with active scripts or physics), etc.

But in short, yes, Unity can handle this but it isn't a magic bullet. There will be a point where you will have to optimize things by hand.

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