Optimizing Unity Vertex Count

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:

  1. How does the vertex count of Unity?
  2. Unity indexes the vertex?
  3. 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:

  • Vertex count is not really important but the triangle count is important. (“Tris”).

  • What’s more important than triangle count is [Drawcalls] amount.

  • You can have severals mesh with 100 triangles with different amount of vertex for each of these meshes

  • 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).