Open stilnat opened 10 months ago
We could disable the rendering of layers below floortiles if there is a floortile on that tile. There are many pipes, wires, and plenums down there that are not typically seen because there are floortiles blocking the view.
This seems to be a great breakdown of our situation: https://www.youtube.com/watch?v=yQSl2vzi0jA
When he explains its at 5:00, for those unaware, we are essentially using the method he has labeled as "PNO_Vert_03_YeEdgeYeUV_02" and "PNO_Vert_03_YeEdgeYeUV_03", which have vertex costs.
So the primary reasons for our excess vertices are:
So I think the long term solution here really just comes down to optimizing our models overtime.
Summary
We have an issue with our models in Unity having way too much vertices compared to what is expected.
We need to understand what's causing this, and eventually have some solutions to reduce the count. The issue is probably multi factorial (lighting, too much vertices in blender from the start, some other unknown factors...).
Example of the APC is below.
Media
Vertices in blender: 138
Vertices in Unity raw: 254
It seems there will be more vertices when you add lighting, and even more with shadows...
Possible Solution
This conversation can be a good starting point : https://discussions.unity.com/t/number-of-vertices-of-a-model-is-not-the-same-in-blender-as-in-unity/190409/3