Using Primitives for Parts?

I’m working on a Dungeon Generator but as I have no experience in 3D Modelling I have been using the Primitives included in Unity to create Parts for the map, is this okay to use indefinitely or will it be better off having the Parts created in say Blender? All I’m doing is instantiating the Parts from a Prefab. Each Prefab has roughly 5-10 Primitives inside it.

I mean, if you are just doing something for fun as a hobby and it’s working for you, whatever you want to do.

For anything that’s going to be more than something personal, it’s definitely not a very professional or performant way to do things.

It’s more for optimization really, as it stands they match the designs and look better than expected, textures are working great too so as for looks they do look professional, but I’m just curious which would be better for FPS etc.

If you have 10 cube primitives, that’s 10 separate draws, though they will be batched if sharing the same material.

If you created 10 cubes in Blender and made it one mesh, with one material, then that’s one draw with no batching, that is faster.

Using a modeling program, you have direct control over the number of vertices and triangles as well!

Say capped at 60FPS, how much effect would say 10 Draws have on that?

Depends on the hardware and the complexity of each draw call.

Well going off what’s said above and toning the hardware down to something average like a 1GB Card

Look, you are asking very very very generalized questions. There’s a million things that go into making a game, I suggest Googling around and reading up on the concepts of models and shaders and performance in general.

You are basically asking something like “Can a truck pull a trailer” Sure it can, maybe. Depends on truck, depends on trailer, etc etc etc. There’s more to this than just throwing stuff together.

10 primitive cubes should have almost no effect on your performance. We’re talking like 60 vertices here and the average game avatar that isn’t specifically “low poly” is up to 6k vertices.

Texture size is going to be a real thing though. If you’ve got 1024 textures on every single primitive object and they’re all different then you’re likely going to fill up the video memory sooner than you’d like. You’ll start getting that issue of stuttering when you turn a camera faster than the engine an reload the textures and meshes.

Unless you’re making a game for mobile just keep play testing and making your game and don’t fuss too much about performance. As you play test if you notice a spike in performance investigate then, not before.

Good luck! :slight_smile:

No offence but the way you worded what you said made out you knew what you were talking about, I’m sorry for asking something you couldn’t answer.

Thanks for the info, I’ll see what happens. :slight_smile:

Lol…

MemoryPattern, my point was I’m not going to write a 100 page report detailing 10% of possible scenarios you are discussing. Every single thing in every game is special to that situation.

Your 10 cubes thing is just an example. 10 cubes is nothing, but what if it’s 10 detailed cars. The same thing applies.

You want to think about how to create the meshes, textures, shaders, everything to be the highest perfoming it can be, and look good for you goals.

You are asking very intro/basic level questions, which are hard to answer directly, without throwing a book at you and saying here read this to get an intro understanding to game design and mechanics.

It’s cool, no need for walls of text. jtsmith helped me already.