Hello,
I’m a relatively new unity user and I’ve been trying to create a game with a large, detailed world. I have modeled the entire world in 3ds max and when I do a polygon count it has around 1.3 million polygons. My problem is that when I import the model into unity 3d the program slows to the point where I cannot code and edit anymore. I have seen many unity3d projects that incorporated huge worlds, so it should be doable, what is it that I’m doing wrong?
When I actually test the game it doesn’t lag too much because I can set how far the camera “sees”, it’s just editing that’s the problem.
Thanks for any help
Well, it could be a number of things, but you don’t give a lot of info. What is the tri and vert count on the stats window? Is your model in a single mesh? How many materials do you have? What are your computer specs? Could we see a screenshot?
A single mesh of 1 million polys?
You need to use some LOD, man.
Modelling whole terrain as mesh does not make much sense in Unity. You are loosing terrain modelling, painting and billboarding capabilities. It is far better to use Unity terrain engine and if you want some overhags, then use meshes. You can use terrain mesh, but then you have to wirte down some terrain lodding system, plus lodding/bilboarding system for vegetation and trees.
It wont be a single mesh, there’s a 64k vertex limit (or some number like that) per object.
Ah, right, I forgot about that.
I think that all the large world map projects posted here were all created using Unity’s terrain system, and there are a number of reasons to do so (as already explained). As an example, I did a 25 sq. km terrain in Blender last year which resulted in a huge performance hit to my project. I ended up manually breaking the terrain into pieces and then created my own LOD system to manage it. By comparison, a few weeks ago I created a 200 sq km terrain (an imported height map applied to a Unity terrain) and the performance hit was negligible. Plus, I have the flexibility of modifying the terrain’s mesh density within Unity (as well as lots of other tools) so I can run tests and tweak until I’m happy with it.
If I recall correctly, there’s a script on the wiki that will convert your mesh terrain into a height map. Might be worth giving a try.