I am making a game with a lot of vehicles in it.
I am thinking about how I should I divide up my meshes for performance so I wont have to backtrack and remake things. I have had no issues thus far I want to think ahead now because more bots=more fun.
I could continue to divide the meshes by the obvious parts that move (wheels, turrets, doors etc). Or I could use bones, (each wheel gets 1 bone, door bone, turret&gun bones).
What is most efficient?
Deforming a mesh? Rotating objects? Another option?
Generally skinned mesh renderers are not efficient. I know there is a thing where you can get better performance by ‘abusing’ the skinned mesh renderer to make everything be one mesh but I don’t think your project is such a case.
The most efficient thing is probably to use sharedMesh for all meshes that are the same and sharedMaterial for all materials that are the same, and (most importantly) have as many objects as possible use the same sharedMaterial with one texture map (with their UVs mapped to different parts of it) so dynamic batching is possible. Maybe you’re already doing that, but if not, you’re optimizing up the wrong tree.
But why not just test it yourself? Make 100 vehicles with “wheel bones,” an identical scene 100 vehicles with separate wheel meshes, and a simple script to just spin the wheels, open the Stats window on each, see which one is performing better.
Great question from you for all tarsautoparts.com/
,, i appreciated to you. Make 100 vehicles with “wheel bones,” an identical scene 100 vehicles with separate wheel meshes, and a simple script to just spin the wheels, open the Stats window on each, see which one is performing better. if you want to know More information please visit us at: https://5starsautoparts.com/