In order to reduce the polygons of this model I made in blender, I deleted some edges (for example, there is no edge that connects the windows). Will it cause a problem in unity. Is this a wrong method for optimization?
No mesh topology will cause problem in Unity. The worst thing that can happen is that it could look bad - for example missing face. Just to say, I think its good to think about model optimization but in general I would say if your models has under 1000 polygons you are safe to go. So optimizing a few polygons dosent make a difference. For example Unity supports meshes with maximum of 64k of vertices just to put it into a perspective. Your model has probably less than 100.
Thanks for taking the time and replying. MarekRimal.
actually I’m wondering if it’s a wrong technique to disconnect between polygons?
thanks
I understand, thanks for your help and interest.