that didnt do much,
my scene has multiple trees object around 912 with their own LOD groups and i also change every object’s collider from mesh to box, circle etc. in my scene with a basic shape except the terrain i also have this grass painter script that paints grass on a specified object which is made by MinnionsArts
Hey @darkmon54 there are many ways and use cases for performance upgrades.
I had experiences on scenes just like yours, there are a few things to keep in mind here.
Things work differently on different platforms, for example, transparency is way too expensive on mobile compared to PC. Even on PC, transparency makes so that any kind of occlusion won’t work, so it’s better to have your trees and other geometry as solid meshes (it seems they already are).
If your ground is a huge object Unity will render all of it even if you see just a portion of it. If you divide your ground into smaller objects, only the objects you’re seing will be rendered, not the ones behind you (don’t make it too small because…).
Having too many different objects is expensive. You can decrease this impact by having lots of objects using the same material (maybe an atlas). That’s useful because…
You can turn static all objects that won’t move. That will enable static batching, that, added to the last step will enable you to render many objects on the same batch (gpu pass) by adding them to a big mesh instead of rendering them one by one.
By doing the steps above you’ll probably open enough room to leave your lights alone. Keep in mind that the less geometry and different objects the better.
You can search on the therms showed above or refer to this website for more info. Hope I’ll be of any help.