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Question by cobertos · Apr 30, 2013 at 09:33 PM · c#gameobjectorganizationsubmesh

Multiple GameObjects or multiple submeshes?

I need to create a group of a bunch of different meshes ranging from 4 vertex planes to 20ish vertex shapes. Is there any advantage to making these all submeshes of one mesh versus many different GameObjects? Both options provide the functionality I need but with submeshes it seems as though there may be a bit more of a hassle.

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avatar image Waz · Apr 30, 2013 at 10:33 PM 0
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Do you really mean submeshes (which are multiple meshes on a single $$anonymous$$esh, normally used for multi-material rendering), or do you means separate meshes in a single model asset?

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Answer by Eric5h5 · Apr 30, 2013 at 10:34 PM

The only real advantage of using submeshes is that you have a single object. If you have a character, for example, where the skin, eyes, hair, and clothes are different submeshes, you only have to move the character around as a single object rather than 4 separate objects. Otherwise performance and so on is pretty much the same compared to having separate objects.

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Answer by whydoidoit · Apr 30, 2013 at 10:00 PM

Well submeshes will take less memory and processing overhead. GameObjects aren't free from a performance/memory perspective.

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Answer by beck · Dec 18, 2013 at 09:22 PM

So far I've found that submeshes actually reserve extra memory in the vertex buffer. Each sub mesh appears to reserve the full vertex count of the mesh, meaning if you have a 300 vertex mesh with 4 submeshes, you would be reserving a buffer for 1200 vertices. This differs from separate game objects, where each mesh would only reserve the vertices it needs. Because of this, I never use sub meshes in my game. The overhead from separate game objects is negligible compared to this memory footprint.

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