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Asset optimisation

Discussion in 'General Graphics' started by frelind86, Dec 15, 2020.

  1. frelind86

    frelind86

    Joined:
    Oct 24, 2013
    Posts:
    5
    Dear fellow developers.
    Curious if any of you have thoughts regarding this.

    I have written some code for Maya and Houdini that writes out a json file containing a list of assets with position, scale, rotation. And in Unity I then run over the json and instantiate prefabs in edit mode. I make sure to turn on the static flag for each as well.

    And though I now have let's say 300 trees in my scene, they are instances from only 3 prefabs.
    I'm hoping that this is of course better than having built a layout in Maya, then export it all as one big geometry.
    But is there an even better way?
    Is there any back draws doing it the way I currently do it?.
    If anyone has any ideas on how to better handle thousands of assets such as trees houses and rocks,
    I'm super keen to know more.
     

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