I’m developing a FPS for mobiles which is coming out soon. I’m keeping every mesh between 300-1500 polys but it’s like unity isn’t getting the Tris Verts on point! In the Screenshots, I have a FPS hand which is 672 verts and a MiniGun which is 1032 verts. With the mingun(+Hands) equipped it reads 6.6k Tris 7.0k Verts. Without the minigun(+Hands), it reads 1.4k Tris 1.8k Verts!
This is just one example, it does this for every object in the game
This blatantly shows that Unity isn’t calculating the verts right or i’m making a huge mistake somewhere. Perfomance is key when it comes to mobile games so Any help would be appreciated. Thanks
Oh and don’t pay attention to the Pause Button GUI. I’ve been trying to position it at the Top-Center to no avail
First of all - are the vertex numbers for the hand + gun (672 + 1032 verts) from unity or a 3D application? There can be pretty big differences if the model has hard edges or when UVs are split into islands (they usually are). There are other things that can produce increased vertex count: projectors, speciffic shaders, etc. It looks like you’re using outline shader which duplicates all the vertices in the mesh. I can also see some particles on the image with the gun. Particles are made from vertices too.
Thanks for the reply. You just solved my problem! I never knew an outline shader duplicates verts, i actually just tried changing it and it cut down the verts by quite a number! Thanks for the info.
The 3D models are from Blender, when I import them into Unity, the verts are almost doubled but i’m guessing that’s because of the UV Unwrap.
Here’s a screenshot i took at the same position without the outline shader :