Efficiency and Level Design

I was beginning to plan and work on a very, very low-res FPS (couple hundred polys drawn on screen at once, max), and I ran into a possible concern. When designing levels, it seems to be quite impossible to create corners in walls where there’s no visible seam in game. The only solution I could think of would be to just make the walls just one big connected model vs. many smaller plans placed close to each other.

That assures there will be no seam, but I have concerns with the physics and rendering. I assume if I have the entire level as one giant model, unity will be able to only draw the parts that are near the player. My main concern is that if I make levels just one big model (mostly) and add a mesh collider, it could slow the game down.

Any advice on what to do?

It is possible to make everything lined up.

  1. If you are using custom models, make sure that your models are designed with a grid in mind.

  2. The command button is your friend. Use it to move gameobjects along the unity grid. You can use it with any of the three operations (transform, scale, rotate)

  3. Go to Edit > Snap Settings and click “Snap All Axes” to make sure everything is aligned with each other.

Do all of these and there should be no seams! :smile: