Just a simple question. I’ve been working on a small project of my own, and it seems that each time i do a wall, it is slightly differences the the last one. So i’m thinking the walls of each of my buildings will be the models, and the collision boxs, as well as the door frame, and corners, and i was curious if this would cause any loading errors for me?
Not at all. Remember, you can check “generate colliders” on the model import tab.
If you learn how to use the basics of blender, it can be quite easy to swap out any boxes placed in the unity engine with cubes generated in blender - both use the same size scale, so it’s just a matter of retyping in the dimensions. This is great for prototyping levels, as it allows you to add more detail later on. The two programs integrate nearly seamlessly - Once you’ve saved a model in blender, once you go back into Unity it will update almost instantly.
It can help to group models together, rather than have them all separate (all four walls of a corridor being one model, rather than four separate, for example) in terms of helping performance; I understand that the, separate from the costs of rendering the pixels, four models takes four times the work of one to render… but I could be mistaken.
As a test early on in my current project, I created a scene where there were nearly 400 separate meshes visible at once: While there was a frame rate hit, it was only down by 10fps, and that was in a completely unoptimized environment.
Don’t suspose this works with Maya as well?
Presumably it should, but there are a few guidelines to work with here-
http://docs.unity3d.com/Documentation/Manual/HOWTO-ImportObjectMaya.html
Alright thanks mate.