Hello, when we load a large model, the application will crash directly in AVP, and the AVP will restart (Apple LOGO appears)
After my investigation, I found that the large model has a large number of Drawcalls, which caused the crash. We tried to merge meshes(the model’s triangles were not reduced), and it no longer crashed. However, our business scenario actually cannot merge meshes because they are independent components that need to be viewed and displayed separately. How should this situation be solved?
I don’t know if this is a limitation of AVP, or some limit problem of PolySpatial?
PolySpatial doesn’t have any hard limits on the number of draw calls, but I can tell you that we’ve started to see update rate slowdown when rendering on the order of 2500-3000 meshes, and have reported that to Apple. I would probably have to know more about your case (ideally, a repro project with the model submitted as a bug report–and let us know the incident number: IN-#####) to identify the issue, but if visionOS is restarting, it’s likely that the issue is on Apple’s side. Generally, when we see issues like that, we try to report them to Apple with a non-Unity repro project.
One thing that might help your particular case is the support we’ve added for static batching, which (on visionOS) simply merges meshes with the same material. You can batch either relative to the scene root or to a shared ancestor transform.