Hello everyone!
I have a small city scene where in 3ds max I check the number of vertices to be about 3 million, and as I researched and got this and this links , I understood why I have 30 million! verts in unity.
I also read about smooth groups, but still search for a solution to this.
First I have to optimize the model in 3ds max, since 3M is too much for game use.
But I thought of a method or script that can tell unity to see each vertex as one, or is it a system feature that cannot be changed?
Any other hint/solution about having a detailed city model and still not acceeding the limits.
Also in this link, “not more than several million” on PC mentioned by the user manual.
several million in 3ds max or in Unity?
Thanks for the info about unity duplicating any vertices with multiple normals, UV coordinates or vertex colors.
Yes you can merge and process the vertices how you want inside unity. if you are talking about mesh made from maths, that would make sense.
if you’re talking about code made in modelling application like 3d Max, it’s probably best to process it in 3d Max 1st.
the reason for that is that 3d Max already knows where all the vertices are and will have special code to merge them faster. if you are doing a city, the different facing vertices on the same point should be distinct, and that means only the edges and corners of buildings duplicate. curved shapes can share vertices. All the vertices that are on the same flat sides should be merged and have the same normals and UVs etc. if you wrote code to do that in unity, it kind of has to compare every one of 3 million vertices to every other which takes a long time, maybe it’s doable at load time, or as a separate editing code that resaves an object. but in 3d Max if you can do it it’s a lot faster.
the answer is that you have to optimise and merge all same vertices on your meshes 3d Max 1st.