I have an architectural file that I am experimenting with which has a lot of detail. For example, there are many pillars in this building. Is there any way that I can get rid of all the pillars except one, and replace them with instances of the remaining one? Does this save any computer resources?
I could be mistaken, but I don’t believe what you’re wanting to accomplish will save you much on resources. Regardless if the pillars are unique, or copies, the same number of polygons will be rendered. Same with any texture/map rendering. The GPU has to render it all regardless of how it is created. As far as memory goes, I believe Unity is good about just loading a material one time and copying that material. You can check in your project explorer if there’s multiple materials for each pillar. If not, then you don’t need to worry about memory either. Someone with more experience can correct me if I’m wrong, but I would say the effort to do what you’re asking isn’t worth the saved resources (as I don’t believe there will be any).
Thanks for your input, that makes sense. I’m thinking that there may be more gains to be had if I can turn on and off visibility of geometry that is outside of the camera view. Is this correct do you think?
That’s definitely a better route to go, but careful how much you turn on and off. you don’t want players turning around quickly and nothing being rendered. But I think that’s a better idea to toy with than what you initially proposed. Good luck!