Fbx unity no mesh3/31/2024 ![]() Hi, I took some time to investigate the issue and wanted to provide an update: TLDR Section Reduce everything as much as possible, and you won’t have all your players telling you your game “lags” But most of the game’s axes and bats are under 1000 tris each. I allowed this one high-poly item in the game because there’s only ever one in use. It’s a single MeshPart with SurfaceAppearance texture. Just to give you a point of reference, this is the highest-poly weapon in my game Frogge, a classic banjo. See if you can get it into the 400-600 triangle range. You can get the triangle count easily down to 1200 with no change in appearance, but even that is still a bit high for this kind of item. This crowbar has an insane number of coplanar triangles that are adding absolutely nothing to the detail, but making it have the performance cost of 20 crowbars. The warning you get that a simple shape mesh like this has >10k triangles should be taken as an indication that something is very wrong. If I reduce the crowbar to under 10k triangles, it’s fine, no matter which method I use to import it. It appears to be the mesh splitting that’s removing the UVs.
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