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Have anyone tried 3D Max-Flatiron-Unity_3D Pipeline !. If we are using Flatiron in our pipeline we ll end up creating entire level in 3D Max and export the level as one scene mesh. Now the question is which is more optimized method ! Creating the entire game level in 3D Max or exporting each mesh to unity and create the level with the power of prefabs there ?.
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i understand that is better to have only 1 big map texture for ur whole level, this is because u will only use 1 draw call. so memory usage is low. so yeah is better to make the level in 3dsmax and export it in one big texture if u can. but if u need to interact with some objects i guess u will need to do it separately, i mean if u need to move it.
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That also really depends if you want to do fully static lighting, or if you want to mix dynamic lighting with it. If the latter, I would definitely avoid using anything but Beast. Also, if you plan on using objects in more than just one level, you want to use prefabs, to keep the number of assets as low as possible.
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Well, it depends how big your level mesh will be... Remember that a Mesh has a 64k vertex limit. Also things like occlusion culling (pro feature) and other optimisation relies on seperate objects. With static and dynamic batching (depends also on your Untiy license and target platform) Unity will combine objects automatically when it can. If it's one mesh, it will be drawn as whole Mesh. You can't omit some parts. I'm not a 3d artist, so i can't tell you much about the optimal pipeline, but i've seen 3ds max files with several objects in it, so they come in as seperate objects. It's of course one master gameobject with childs and each child has it's own mesh and renderer. You might want to perform some import tests to see how Unity will import a certain file. @bunny83 Yea when i export the entire game level from 3D Max as FBX it does'n export it as one mesh i feel. It will be a group of several objects. Here the question is does unity treat that FBX file as one single mesh or renders meshes inside the group separately depending on the materials ! Imagine a street scene with several buildings roads and all other props, when i export i do select all the meshes and export it as FBX. so in unity should i add combine children script to the master FBX file which has all the roads and buildings in it or does unity automatically do the batching job depending on the materials they are sharing! Like all the lamp posts are sharing the same texture. So should i create a empty game object and add all these lamp posts and attach the combine children script !
Aug 07 '12 at 07:58 PM
sathya
Generally each Renderer component will render one Mesh and usually cause one drawcall. However if static or dynamic batching is possible, Unity will combine seperate Renderers into one drawcall. Drawcalls can be a bottleneck especially on mobile. On other platforms it's not that important as long as you don't have 2000+. In the end it depends on the machine you want to run your game on. If your geometry doesn't move, you should take a look at the StaticBatchingUtility.
Aug 07 '12 at 09:56 PM
Bunny83
So do Prefab instances cause more drawcalls in indie version of unity ! because there is no static batching.
Aug 08 '12 at 04:37 AM
sathya
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