I am trying to figure out the best way to show many object at once that arent static.
I exported a single mesh but with multiple seperate objects as a test and oddly it shows in the preview, but when i drag it over to the scene only the base object is shown and says 2 draw calls (when i export only the single mesh with 1 object it says 1 draw call)
My problem is displaying something like an eye of the beholder like monster with mutliple detached eyes hovering around it for instance. If i make every eye seperate each would take up a draw call.
So i am trying to fuse the hovering eyes animation all into one mesh, albeit they are not connected.
Use animated billboard sprites for your flying eyes. Just parent it to the eye of the beholder. It is probably alot less polys to use a sprite, you can also use your favorite 3d modeling program to render out the small eyes which will save you alot of work.
If you make the eyes all less than 300 vertices then they should all be batched into a single draw call. Additionally if the body is also less than 300 vertices then everything should reduce to a single draw call at runtime. Assuming of course that you use a single material for all of them. The animation might be a bit difficult being disjoint mesh’s.
Personally I’d try to just connect everything with a completely transparent triangle or 0 area triangle.