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Question by DamonRayner · Oct 28, 2011 at 12:14 AM · collisionperformancetransforms

Number of transforms and collision

Hello All,

I'm working on a static RT visualization for a client and need to know a little more about number of objects/transforms that Unity can handle without a heavy frame rate loss, before I commit to a particular art pipeline.

I have a model (from a CAD program) that I will need to cut up and optimise. So far the model is actually quite clean and low poly (considering its from CAD)

A quick estimate of the number of individual objects that I will need in the scene is above 1500. An easy solution would be to join all objects into a single mesh, but because of the functionality of being able to select individual components, this is not an option. Each mesh is fairly light in size, and the total number of poly's in the scene is just tipping the 750K mark.

Another possible issue is, for each transform I will need a simple(box) collision mesh as well (for in game selection). Can anyone see a major issue with this in terms of number of individual objects?

My previous experience with this from using other engines at other games dev's is to always keep the number of individual objects (with collision) to an absolute min for performance. Even from an offline rendering point of view, having the rendering engine transform all those objects into place before render would cause an increase in rendering time - so I'm worried about committing to cutting this model up even more only to have an un-usable(do to poor frame rate) RT Visualization.

Cheers, D.

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