Hello everyone. Come from title I would like to bring this personal dilemma to your attention. There are pre-packs of asset examples already optimized for high performance. All very nice I would say, until a person tries to design and import his own asset. Here the real problems begin. In fact, despite having followed many guides and read many posts in which they talked about how to create and upload their assets correctly, I find myself having the following problem: I am creating a city scenario with many houses and many streets. The goal is to enter many details, such as trees, blaconi, dustbins, sidewalks, etc., to create the right city context. My problem is that as soon as I add a not too high number of elements (about 150) the frame rate starts to drop dramatically and you can’t move around the scene anymore. So I ask myself: If I want to create my assets with Blender and import them into Unity, what are the tricks or precautions I have to take into account? How can I have a good graphic rendering that does not weigh down my game too much? What should I avoid doing?
City maps. Advice on how to import them correctly from Blender and how to manage them when they star
There are so many things that may affect the performance… I would recommend reading this:
https://blogs.unity3d.com/pt/2021/02/01/learn-3d-art-optimization-for-mobile-with-arm/
Try using static batch, use less polygons and materials as possible… Combine nearby objects that share the same material into the same mesh…
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