I’ve created a few building models from blender. Relatively simple ones. In blender they show as 1.2k verts and 3k tris. When in unity they are rendering 30k plus verts and 6k some tris. Is there a way to reduce without completely remodeling? I’ve tried decimator modifier and things like that. With 4-5 buildings in view it’s reading about 90k verts and running about 90fps. I’m building for android mobile device. I just need some advice on reducing the tri and vert count. I have no lights rendered yet either along with no scene objects other than the buidling models so I am sure these will not work for a mobile device…
Disable the models one by one to find problem. Unity statistics is correct. You need to find problem in your scene.
@ZGMGames You could use the frame debugger instead, It will be a bit more clear and you can see what exactly is causing the spike in verts.
Realtime vertices can only be shared by multiple triangles if all values are the same. Not just the position, but also the normals and texture coordinates for example. That is one reason the triangle count is usually higher in a realtime engine than in modeling software. Secondly, the model might get rendered more than once. For example for shadow maps when there are lights with shadows enabled. Which rendering path are you using? (Forward, legacy deferred/light prepass or deferred.)
For current day high end mobile devices though, those numbers are no problem at all.
Agree totally with above - clarification for the normal smoothing, or smoothing groups. if adjoined faced have different normal smoothing the two adjoining verts for each face will be duplicated once per face, So If you have an inverted cube representing a room and each surface is made of one polygon (2 faces), and each adjoining surface has a different normal smoothing, instead of the cube having only 8 vertices it would have 24 vertices.
With what was said before also check for extra uv sets too.
Unity can also show you if the mesh has them.
Your Project Name is Quarantine!! wait what? xD
