Hello everyone,
I have a basic development workflow question. I am going to be creating an outdoor scene that takes place in a city.
My question:
Is it better to create modular assets such as windows, doors, columns, corners etc that I can snap together in unity for rapid development and reusable meshes?
Is it better to create the building in full and import it as one large mesh?
Offhand #1 seems nice because of its flexibility and being able to take advantage of occlusion culling. As each part of the building is its own mesh. However I would think it would increase my draw calls.
#2 would drastically decrease the draw calls, but if any part of your building was in view, the whole thing would be drawn. Since it is one mesh.
You can use option #2 but when you export from your 3D program you can parent them all together as separate meshes. That way in unity you can make it so that you dont have to worry about the draw calls because technically they would be different meshes, but they would import together as one object with multiple meshes. But what i would suggest is that you have certain pieces that you can put together but still keep meshes of the buildings together(such as windows and doors).
Thanks for your help. So just to get this right. I should create modular assets that snap together. However I should not bring them into unity for construction. Instead construct them into a building in 3ds Max and import the mesh not as a single object but as parented meshes?