I have a lot of gameobjects which only serve as decoration. Their vertices sum up to about 80k. After initialization nothing about them gets changed, not even their shadows change. Some of the meshes are doubled but I assumed it wouldn’t change much if I they would derive from the same mesh because it still needs to get loaded to times.
I already made them static but they are still pretty performance heavy.
The camera doesn’t always move so I thought about creating an image of the current background and setting it as the render texture and setting the background as inactive as long as the camera isn’t moving.
I hope however that there’s a better solution.
I haven’t worked with vertices before (I really have only worked in 2D) but I know one way to maybe fix this is you can unload any objects that aren’t being used, then you can load the ones you need, and so on and so forth, so as an example, you could have five different levels all in the same scene but only have the one the player is in loaded and unload and load the levels based on the player’s position or if they hit a trigger. The best thing I would recommend though is a trick where you load in versions of the same objects that have less or more vertices based on how close the camera is to them, for example, let’s say you have a tree with 100 vertices, if the camera moves further away then there’s no need for it to have that level of detail, so you could load in a tree with say, 80 vertices, which would look the same as the last tree because the camera is further away, and as the camera moves even further away you could now load in a tree with 50 vertices, and continue that until you just unload the tree all together, I’ve never used this trick before, so I think you should do some more research yourself on it, if I remember correctly I think it’s called LOC, but I’m not sure, either way though, I think this is your best bet based on the issue you described
I wasn’t able to find “LOC”. Sounds a bit like billboarding to me. Is that what you meant?
Oops, not sure where LOC came from then, but, yes that’s what I mean