I have 4 objects in the scene, Max reports a total of around 1000 tri and 500 vertexes.
There is one single directional light.
All shaders are DIFFUSE FAST (by the way, what’s the difference between DIFFUSE and DIFFUSE FAST?).
But when I start the simulation, Unity stats report numbers between 2000 and 5000 :shock:
What is going on?
Here is the web player as it is now.
http://dl.dropbox.com/u/858716/g_iphone/2010_06.rar
As far as I know:
UV shell border = 2 edges/vertices
hard edge = 2 edges/vertices
Your vertex count will grow rather quickly this way. Of course, it may be something unrelated too. 8)
Uhhh OMG. Good to know.
But I think it’s something different.
In fact, something REALLY strange happens.
Like aiming cam a bit higher gives me 5000 vertexes, and a bit lower 2000.
And there’s NOTHING ELSE ON THE SCENE.
I’ll take a video probably today if this thing is still happening.
Anybody tried this build? Do you think it’s justified on 5000 vertexes?
Unity iPhone reports the actual triangle count for the scene. This includes split vertices for hard edges, split vertices for UV seams, and degenerate triangles. Your 3D app does not report an accurate count.
To get fully accurate stats for what it will be on the iPhone you also need to set your lights to vertex lit.
Thank you, that’s very clear.
But I have a really strange thing happening: when I move the mouse pointer and the camera has ALREADY reached its limit, the triangle count change!
I made a video of it, it’s not very clear but if you examine it well you can spot it, especially in the end, I move slowly the mouse pointer downwards, camera view stops when it reaches the limit, but mouse pointer still moves (OUTSIDE the viewport also!), aaaaand… vertex and triangles change!
And not by a little, it jumps from 2.5 to 6 thousands vertexes!
Also note how the number of drawcalls grow! WHY?
The only thing in camera here is that tower top, there are no particles or anything that could be hidden, it’s a really simple scene. There is no GUI element also.
I can send the project to you if you will help me with this.
Here is the video:
http://dl.dropbox.com/u/858716/g_iphone/20100613195227.mpg
By they way, OF COURSE all shaders are vertex lit and there is only one directional light and no shadows or anything.
I need high framerate for this project so I’m starting at the bone of the thing, and I’ll only add detail when I see that framerate is ok.
This was fun… I had another camera in the scene… I got a doubt so I deleted it and now the vertex count is acceptable and never going over 2K.
Is this correct? Both cameras were rendered together???
If they were both active then yes they were both rendering the scene.
OMG :roll:
OK, now for something a bit different.
After a search, I read a lot today in the forum about triangles on view on iPhone.
There is this number, 7000 people talk about, for around 50 drawcalls.
But then I read that this number is referred to some “old” version of Unity where stats showed a different number of triangles.
So, what is NOW the referral number of triangles with this last version of Unity?
Sorry if I still post about this thing, but I am waiting my Mac and iPhone to start develop and I am curious.
Also, this may interest many people around, from the number of finds produced by my search today
I would like to know how to stay around on 30 fps with all simple vertex lit shader and a single directional light (but I read that vertex lit can be rendered with many lights in a single pass).
By the way, also please refer to Unity normal, because I’m still without a Mac so I can’t use Unity iPhone and I must also buy it yet 