Building a large mesh vs parts for scenery

I came across this and despite the silly name, it seems really useful. I was wondering how a level built with this tool would run performance wise compared to a large single mesh built in blender… also compared to segments of a level where the walls are built in blender.

ProCore vs Large single mesh in blender vs pieces of a level in blender

Has anyone used the procore tools? Seems like a lot of money to drop on a hobby that I don’t have time for anymore… but it does look fun to use!

(Primary interest - pro builder)

You an always build small pieces and then staticly batch them or dynamicly batch them in Unity. That way you get the flexibility and ease of editing from small assets and any possible performance bonus from a single mesh at runtime.

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I am voting for modular scene design also. To many advantages for that, and to many disadvantages for one single mesh.

Modular Advantages:

  • best for occlusion culling
  • best for texturing, reusing materials
  • best for geometry instancing/batching
  • best for light mapping or better light probing
  • best for world streaming (where applicable, I am not sure if Unity support this yet)
  • best for colliders

Single mesh:

  • not good with texturing
  • not good for light mapping or probes
  • not good for occlusion culling, is all or nothing
  • not good for world streaming
  • not good for collision, mesh collision is not so recommended for a big mesh unless the algorithm takes a advantages of super spatial optimization

I may forget some pro/cons but I think all of those are the major ones.

Personally I would recommend to stick with Blender.

I think I remember a lot of the downsides of using a single mesh. Does anyone know if that’s what you end up with if you use procore tools, though? It can give you UV maps for selections, so maybe it’s broken up, I have no idea. I also know you can export a selection as a .obj.

ProCore, anyone?
Also - does a single mesh affect occlusion culling at all?

I’ve only dabbled with the free version, but the full version is definitely on my wish list.

Any idea how performance is? Could you use it for more than a starting point?

I think I’ll give the free version a try also.

ProBuilder is well worth the money, seriously.

I bought it a few months ago and although I haven’t done much with it, I can certainly say it has been an incredibly useful tool.

It’s great for coming up with the basic skeleton of a level, and you can even export what you have created in Unity into an object which can be imported into another application for even more precise modeling/texturing.

As for performance, there’s no performance hit that I’ve come across.

You can easily make the levels modular by using different “PB Cubes” for different areas. In fact that’s exactly how I use it, since modeling one entire level out of only one object would be a ridiculous idea, unless it was nothing but an inverted cube to make a quick arena of some sort.

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Ah, I see. The PB Cube is probably what I was trying to ask about. I’m guessing each one is what ends up being the mesh. That’s good to know.

It seems expensive, or rather an expensive chunk of the procore pack. Can you say anything about the other tools that are in the procore bundle?

No, I only brought ProBuilder on its own, but I want to buy ProGrids. I didn’t realize there was an entire package when I first bought it. :stuck_out_tongue:

But I have seen other people rave about the other tools, and if ProBuilder is anything to go off of, they are surely just as amazing as it is. :slight_smile:

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Thanks. I think I have what I need to know. But it’s going to be a while before I have time for this hobby sooooo… it’ll have to wait.