Hi, I am very new to Unity (a week or so).
I am modeling a scene to use in a game for iOS. I want the game to be most light and fast as possible. The game is intended to be used on iPhone 4/4S and all flavors of iPad.
How big in number of polygons/vertices will I have to target the scene to have at least 30/60 fps?
I know the number can vary but I am looking for an estimate, so I can start to design it correctly.
Thanks for any help.
edit: Wow, this forum is very hostile to newbie questions. This is my second question here, both voted down with no answers. Sorry for asking something here. You guys have to be less snob and more open to help people that don’t know as much as you.
I had the same experience as you, people imediatly down vote whatever they see.
anyway, on topic.
im curently developing a game for ios aswelll, and i got some advice from other, more experienced, unity user.
what they said was:
when your in the “game view” of unity (you know, when you hit the play button at the top) at the top right of that view there is a button named “stats”.
If you press this button all kinds of information will pop up like your fps, vertices and draw calls.
now, the most important one of these is the draw calls display, it shows how many “draw calls” are being made by your game/unity.
im not entirely sure, but i think that for each object and for each texture one draw call is send to your GPU(graphics card).
there are some fancy tricks you can do to reduce draw calls but i wont explain these now(too long and i forgot xD)
anyway, i was told its important to keep the number of draw calls at ONE TIME below 100 max.
Ofcourse, the lower the better, i myself am currently around 30 draw calls at a time.
I hope you found this usefull and goodluck with your IPhone game 