The company I work for is about to start developing our game using Unity and right now I have a question on what the max poly count is that Unity can handle for characters and the world?
I’ve seen some really great stuff on here and it seems like a lot of the characters are between 1200 to 1500 tris. Thanks for reading my post and I look forward to showing everyone some in game sneak peaks in the coming months.
Obviously it’s going to depend a lot on what you want as minimum system requirements for your game. And how many characters are going to be in any one scene.
Browser and desktop versions are essentially the same speed; they run off the same engine. Browsers typically limit fps in windowed mode but that’s not going to affect the number of polygons you can push. It’s really not about Unity, but rather the hardware. If you have a low-end integrated graphics system like the Intel GMA chips, then you want to keep polygon count down. If you’re targeting high-end machines with something like 4870s or 8800s, then you can do 10K polygons per character if you want, probably 1M for the world or thereabouts.
The only Unity limit is about 65K vertices per single mesh; there is no limit for the scene. Other than that it totally depends on the hardware you’re targeting.
It’s a tricky question to ask without any context. How long is a piece of string?
We push 500k triangles in a scene without any issues; your character counts are going to depend on the number of characters. Are you making a virtual world with dozens of on-screen characters? Or a fighting game with two?
Unity doesn’t have any unusual limitations compared to other modern engines. The polygon count question is going to boil down to your target hardware.