Hello, I apologize for any errors, but do not know English very well and use the translator of google.
E 'for some time that I try to understand how the vertex count of Unity, but without success. I noticed that debugging with only the main room and the directional light has 5,000 vertices, if I add a cube within the scene we are around 5,200 vertices. The problem is that within my scene I have about 131,000 Unity summits but has a population of 1.4 million and consequently the frame rate is very low (about 17 FPS). I therefore ask:
- How does the vertex count of Unity?
- Unity indexes the vertex?
- Is there a way to optimize the vertex count of Unity?
Thanks for your attention and for any clarification.
Well, Google Translate do a horrible job.
What’s your mother tongue ? Maybe there is an Unity Community in your country ?
Because google translate just say you don’t understand anything about what a vertex is.
I will try to answer anyway:
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Vertex count is not really important but the triangle count is important. (“Tris”).
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What’s more important than triangle count is [Drawcalls] amount.
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You can have severals mesh with 100 triangles with different amount of vertex for each of these meshes
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A mesh duplicated 100x can generate 100 [drawcalls], but you can optimize it to only have 1 [drawcall].
A [drawcall] is literally when you ask your graphic card to draw one object on screen.
But you can also ask it to draw 100 objects (with same mesh) at once.
I wrote [drawcall] like this to avoid google to translate it
There is also [Batches] which is basically [drawcalls]. (I will not try to explain this to avoid confusing you).