i have been experimenting with unity for a week now. im usually a flash developer but i like the program very much. its easy and it went out best in the comparison.
you can take a look at the screenshot of my project.
i would like to know the reason for the big lags (scene and game mode, and release). the biggest model is 971kB. my assets are 5,90mb in total.
is it possible to make a construction like this work fluently. i took out all chairs and lights except of one already. didnt get much faster. what are the mistakes? help and tips much appreciate.
my system:
AMD X2 2,6 GHz
ATI HD4850 1GB
6GB RAM
we also want to publish for iphone? possible or not?
I would guess that either the code is related to it or that you have masses of detailed small objects that are actually totally flooding the card
As for the iphone usage: depends a bit on how those models are setup. On the iphone, you have a poly budget of 10k - 12k static in view, so with that room, that more or less means the whole room has too meet that as there isn’t much to gain with occlusion culling other than things like the books etc in the shelfes which you likely will have to get rid of anyway, replacing them with a texture for the whole front side of the shelf.
Perhaps you have set the convert meshed to collider in the import from model to scene. If you have lots of small object with detailed meshes, you really can get lots and lots of colliders that need some calculation every frame.
When you view the model in the project window you have a tickbox that sais something like “Convert meshed to collider”. Perhaps you can recreate the room and uncheck that setting. Perhaps that can help a bit…
i could fix it now by replacing all keyboards with cube+texture and deleting all books. now and i get serious 6FPS. i could take out all pcs but then the room is empty. T_T
You have a massive number of draw calls…combine objects as much as possible. From what I see in the screenshot, with the lights and so on, it should be a couple hundred at most.
Also, if you are using colliders, remove them all from all objects and create invisible game objects (cubes) with a collider on the cubes and make them fit around your collidable area’s. One thing is for sure you don’t need vertex perfect collision. Box colliders on cubes works wonders.
i got rid of the draw calls and verts by setting the light to force vertex. the light looks better but the dropshadows are gone.
is it possible to use vertex light and still have dropshadows?
for some reason i dont get the lightmap to work its always overlighted and it disappears if i click the light source once.
Your main problem are the amount of distinct models … I would assume it has to do with the way you generate the model that in the end forms them through a fair amount of sub models, because even with the current lighting etc you still have over 2700 draw calls which is massive. a room like this is possible with 200-300 pretty easily by using 1 material for a whole object for example and alike
i dont understand where the draw calls coming from. i took out all non unity models and i have 444 draw calls. its only plane, cylinder and cube. please tell me why i dont get it to 200-300?