Baking many objects

Hi, I’m not new to Unity but I consider myself still an amateur. I made the mistake of not paying enough attention to lighting and now I have a dilemma I was hoping to get some guidance on.

This issue doesn’t really come up in a PC build but for Xbox One S it’s a problem.

I have a scene that has hundreds of asteroids. There is a variation of 8 models randomly placed, sized and rotated. They are all static in the scene with 3 LODs.

I have been experimenting with baking to help with performance but the time to bake is astronomical. (400 - 1100 hours)

I also do not know the implications of baking with static vs instancing, since the conditions for instancing are
favourable considering 100s of objects but only 8 models total.

The way I set it up was making all the asteroids static and I played with various light settings but no matter what I do it seems the baking takes 100s of hours.

Can someone please suggest the greatest way to achieve performance gains with this approach? I have to be doing something wrong.

Also, I did read somewhere (maybe here) that creating the LODs after baking is a better approach? can someone validate that claim?

Even if you can’t help, thanks for taking the time to read this! :wink:

cheers!!

I don’t think baking is the correct solution for this.

What do you feel is the best option?

For an asteroid field, the first step is to decide if the asteroids will move at all. That choice will affect your optimizations.

All static

If you are keeping the asteroids static (not moving them), then you can bake things. It should not take hundreds of hours, though.

I agree.

Each have 3 lod. Would that factor in?

Im going to try a separate project with just the asteroids.

Each prefab is marked light static etc.

Just taking forever

You might want to look into Bakery for this. It’s a lot faster and better looking (subjective of course) than what Unity has out of the box.

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Bakery looks faster, that being said I gave up on baking a long time ago for games. Also an asteroid game where the asteroids do NOT move? Am I missing something?

Anyway if you want to go that route make sure asteroids have a lowish poly count and are properly uv unwrapped that’s going to be your biggest bake cost.

I’d use instant meshes for this…

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Have you used the profiler to find out if the lighting is your actual performance problems?

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