Very Low in-game performance

Hi,

I have an scene (I’m using Unity 4, Windows 7 x64) with only:

  • Some meshes
  • a Camera
  • an FPS Controller
  • a directional light.

I can move around the scene quite fluently while in editor mode. The meshes are complex (Although the poly count is high, it is inside reasonable numbers) and I can move/rotate around with no noticeable lag). But when I swich to Play mode, or if I execute a build, the game performance drops dramatically (around 1 frame every 5 (or more) seconds).

The only script in the scene is the FPS Controller (the one that comes with Unity).

Anyone has experienced this problem, or has an slight idea of how to resolve this problem?

One more tip I forgot to comment : The meshes are not “single” meshes. For example: There’s a tree, but it’s not composed of a single mesh; Instead, in the Hierarchy there is a Mesh (GameObject) with submeshes, each composing a part of the tree (a leaf, the trunk, a branch, etc…). The models are imported in Collada format from Sketchup.
I think this could be the source of the problem, but then… why is performance not affected in the editor?

Thanks in advance.

Problem solved! I’ve just started Unity, to obtain the info you’ve asked. But first I’ve tried to execute the scene with colliders disabled. All OK, performance levels where as expected in Play mode!

Now that I come to think about this, it makes perfect sense: Unity doesn’t need to check collisions while in editor mode!

Thanks to all!