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!
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.
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 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.