trouble loading more than 500k textured ploys on iPad

I’m working on an app that has a complex model which has about 2 thousand objects and a total of 1,200,000 triangles.
The application crashes when I try to load a scene with more than 500,000 tris.

I downsized textures to a minimal size so I’m sure the problem has to do with geometry seems to be loading so much geometry. I’m also adding a collider to each object on the scene.

Is there a limit on the number of object that can be loaded or the number of polygons on a scene?

I must be running out of memory. Any suggestion on how to deal with this?

Thanks

i would start here:
http://forum.unity3d.com/threads/19167-iPhone-Development-FAQ

and probably post questions there as well. :slight_smile:

C

Split your model into smaller chunks. I once ran into a similar problem, though it was the other way around. When I tried to combine skinned meshes to once single mesh for draw call savings, the whole model went too big causing things to crash. Guess it’s the fillrate and memory consumption.

Also remember that these big meshes will always be rendered completely, meaning parts which are not visible will be rendered as well as long as any other part is visible.

So in conclusion - the mobile devices are not yet ready for such a high amount of tris/vertices. :wink:

Also note that the resources cherub linked to are quite outdated in some parts. Although the devices might not be able to handle 1.2m tris, there surely was some progress in that direction and you can expect an iPhone 4S to have significantly more power than a 3G which was the recent device at the time some of the posts are dated back to.

Thanks for the tips.
Yes the scene is composed of multiple objects and no mesh has more than 3000 tris.

If you have static batching enabled try disabling it.

also keep in mind that the ipad1 had insufficient ram and gpu for its resolution (as has the ipod touch 4). They give you at maximum 100MB ram for application and textures / mesh / audio, which is normally not a lot. Downsizing textures can help but only if you did it on the import settings, the quality settings ‘1/4 resolution’ etc do not downsize anything, its still the full memory bloat