7k-10k Vertex or UVs

In unity the vertex counter egual UVs in Maya.

My mesh have 364 vert for 620 Uvs (maya), in Unity my mesh have 620 vertex not 364.

For my scene I put 11 mesh at 620 Uvs or 19 at 364 real Vertex ?

Its a BIG difference and need help.

Different UVs mean technically distinct vertices as you can’t store two different UV datas for the same UV set on a single vertex.

In fact I just want to know how many mesh I can place in my scene.

Tell me,if I must see real vertex (vertex in maya) or vertex in Unity (UVs in Maya). For 7k-10k limit iPhone vertex

TIA

Only the data from unity is of importance.

Also important are not only the number of vertices / triangles, but also the amount of draw calls.

I know, but on Unity Manual, iPhone have a limit 7k-10k of vertex per frame (not on the total scene).

But when I create a mesh in maya with 737 vertex, before UV mapping the total of vertex in Unity become UVs’s Maya (1000), not real vertex.

Why??

The limit per frame is not 7k-10k real vertex, but 7k-10k UVs limit. :shock:

Not in Unity iphone but its the same result :

TIA

Its real vertices, the problem is that maya does not give you the real stats that you get on a realtime rendering, it gives you the points it uses to generate all its data from (in non-realtime).

Also your import settings impact the amount of vertices as you potentially tell unity to create new vertices

It’s same problem with 3Dsmax, verts of mesh is never the same in Unity.

It’s difficult to create a mesh for unity, exactly like I want (same verts).

For the same result, I make a planar Uv on my mesh : UVs Stay real verts and in Unity I have the same verts.

But a planar texture for my mesh it’s impossible for a good result lol.

There is nothing you can do about it other than keeping in mind what percentual impact different things have as you create the model.

Generally there are a few things that will help you to get the numbers close to each other:

  1. triangulate your model in the modeller. Because without triangulation, there are potentially less vertices than there really are (additional triangles depending can cause more vertices to be needed depending on the material setup)

  2. Check your import settings in unity. at the default split angle you are near granted to create additional vertices for the split vertex normals required

  3. don’t create UV seams. UV seams require that the vertices at the uv border are split as well, otherwise the texture would freak out (maya / 3ds max likely do that too but just don’t consider this physical informations so they aren’t represented)

  4. Restrict your use of vertex colors to cases where they are really needed. The iphone gpu is pretty restricted and can only handle a restricted amount of tasks per pass and should another pass be required, then the model will actually be drawn twice with all the consequences on the stats.

  5. Check your stats in unity without lights beeing present.

Big Thank.

I try that …

More threads on this topic :
http://forum.unity3d.com/viewtopic.php?t=31321
http://forum.unity3d.com/viewtopic.php?t=31493

triangulate : OK, no change

Real Problem : UV seams !!! I try with projection,I have a good result.

Thank all