I’m working on a little web based browser game and I’d like to make this game playable on as many systems as possible, including old computers and those without graphics cards.
At this point, my game doesn’t top 200 draw calls.
Is this reasonable?
Should I take into account other factors also?
200 sounds good to me but I would recommend that if your using unitys terrain system, don’t. Just use mesh or break it up and LOD it or something. Unitys terrain system seems to take a big chunk when running it on a low end machine. Does anyone know what the draw call on a iphone app looks like?
Yeah, it’d be interesting to know the ‘max’ for iPhone / iTouch.
Although I can say that you’re pretty much in the safe zone if UnityRemote doesn’t lag while testing haha
What exactly do you mean with ‘breaking up and LOD-ing a terrain’?
I do hear you on the terrain part though, when I shoot a video tutorial and I use terrain or terrain+grass, the size of the video (regardless of length) shoots up like crazy since the video capturing software needs to put more frames in (to keep up). Happens with any large mesh (3ds max, etc), but the terrain in Unity seems to be exceptionally good at it.
Although it’s a GREAT tool for quickly drafting a level, I prefer a FBX as well in a final game.
I guess if you where to create one big terrain mesh you would get one draw call but you may have a lot of polys depending on how detail you want the terrain to be. Now if you took that one big terrain and broke it up into say 4 segments you would have 4 draw calls and you would take each segment and LOD them so that you decrease your overall poly count on the screen. This process can be more work versus using unitys terrain system but I think you will decrease your draw calls this way and have less polys using a LOD script.
O yea and if you somehow manage to get that mesh merger script or the meshcombine script to work with a LOD script then you would just have one draw call with it automatically LODing itself.