Hi,
I have a terrain with mountains. Now I have one object, let’s say traffic sign that I use as a prefab and I place it all over terrain (total of 30 signs). Stats of one sign are 1 draw call, 100 tris, 100 verts. Usualy I have only 1-3 traffic signs in my view and I would expect 1 draw call, 2 or 3 batched, and tris and verts rised for coresponding amount. But I see that almost all signs (20+) are batched (draw call), and also tris and verts are raised for same amount of 20+ signs. So, it is also counting signs that are out of view.
Why is this happening?
I’m using Unity 4.6 free Version.
Thank you, I realised that Occlusion Culling is what I need but it is available only in PRO version. Is there a way how I can calculate a distance of side objects from my main object? My idea is to deactivate every object which distance from main object is grater then X. How could I calculate a distance? I don't want to use Camera Clipping planes.
– studentvzIf you aren't stuck with 4.6, consider upgrading to 5. All engine features, including frustum culling and occlusion culling, are free in 5.
– zach-r-dProblem is that I'm stuck to Unity 4.6. Unity 5 have some performance problem on Android (25-35% lower fps then on Unity 4.6).
– studentvz