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!
cheers!!