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Occlusion Culling on Prefabs Instantiated at Runtime

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So I'm working on an iPad project where I have up to 500 identical prefabs (336 verts each) and I'm looking for ways to increase performance. Current draw calls on average (400): I've had a look at draw call batching and it sounds like it is only really useful for meshes with less than 100 verts because a draw call batch is only up to 300 verts anyway. I could probably reduce my model to be below 300 but that would still mean I can only fit one mesh per batch, which is pointless right? The two remaining options that I can see are Occlusion Culling and MeshCombining. I've got Occlusion Culling working on non instantiated prefabs (prefabs that are already in the scene) but because all of the "box" prefabs in my project are created dynamically I ran into some problems. Is it possible to apply Occlusion Culling to lots of identical prefabs created at run time? Mesh Combining seems promising. I only have 1 question here: When I combine all of my meshes, do they need to be children of the same gameobject? At the moment each "box" also has an additional "box shelf" mesh. Does this mean I need one gameobject to hold the combined "box" meshes and another to hold the "box shelf" meshes? This would be kind of a pain as my code uses the parent-child relationship in a lot of it's logic. ![alt text][1] Thanks for reading! Lukas [1]: /storage/temp/33978-renderstats.png

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