Performancequestion - 3DMesh

Hi,

My Questen is where the performance is better:

  1. For Meshes
    -Mesh made of some smaller meshes stuck into eachother and many meshinstances(one meshdata + copys)
    -One single Mesh but much more poligons
  2. For different Mesh-states(for example a tower you can upgrade)
    -A animation which saves the different states and change after upgrade
    -A Mesh for every state and change it with Instantiate and destroy
    -Or is there even a better solution?

thanks for help :wink:

  1. The real answer is “profile and find out”, because there’s no universal answer. But here’s a question that may help you understand how to answer your own question. When you render a mesh (or collection of meshes), what actually happens inside the computer? What steps do the CPU and GPU have to take to create the pixels you see on the screen.

  2. Animations are much more complex to create and implement and will require more CPU, but they will allow you to do really neat animated transitions. If animated transitions are important to you, then you need to go the animation approach. Simple mesh switches are much easier to implement and require no additional CPU, but the “pop” between states may be very ugly if the difference between upgrades is large.