Level Import

…I would like to know…is there any performance impact if I import my level straight out from 3dsmax as a one scene(everything is already on place, including props), or, if i load it one by one (base level, and rest of things separte)…what would be the best way guys??

Have you ever seen a Panther that is Pink Think!

:smile:
ok moveing on swiftly it is best to attatch as much as possible if not every component of the 3d model before exporting from 3ds Max. dont just group it but attatch it
will improve performance.

Suggested pipeline well this is what I do anyhows.
Model the object that you want test it and what ever in unity and only when you are totally happy with it begin texture /texture bake it in 3dsmax. in fact I leave all texture baking and textureing until all game elements are working correctly and the game is fully functional saves major headaches
hope that helps :smile:

…I see…I thought its better to leave objects on scene separated for occlusion or something…or is it better to export level geometry(what will not change and not impact by gameplay) as a one big mesh and then load rest of the level elements as a separate objects??

I don’t know that there is a single “best” answer here. The truth is that you can come at this different ways and have it work better or worse for you depending on your workflow and needs. Generally you’ll want to avoid making everything one big mesh and instead break things up a bit, but don’t go overboard and make a gazillion teeny-tiny items either.

So in general, break things up “sensibly” so you can add/remove items from the scene (at run-time) as needed or so that things can get culled from view if they’re not in the view frustum. Also consider the workload you personally save or induce by modeling them all in one file, or by modeling them in separately exported/saved files.

the best answer is that by making all the buildings for example one object and so on unless you plan on moving or changing them because that way it cuts down on performance so in a city connect all the roads, buildings and street lamps and windows/glass as one object then for cars, people and so forth don’t that way you can move objects and yet have a high frame rate.

That’s not really the “best” answer. Having them all be one single object isn’t going to work as well for view frustum culling nor for easy loading/unloading of objects if you go that route. You can have many objects in a scene that don’t move and get high frame rates anyway.

Again, it all depends on your specific situation and as I said there is no “best” answer, neither my suggestion nor yours (bloodtiger’s) are the “best”, they’re simply the “options” and you’ll have to weigh them against your project and its specific needs.

but that’s why end the end I said that for parts you are going to move make them a separate model