Hi all, there seems a lot of displaced general tips on getting assets into Unity so performance is high, typically at the cost of editing flexibility. I'd like this thread to be a definitive list of concrete trade-offs when importing assets to gain best performance. OTEE / SG guys please chime in here also! I'm currently refining my pipeline and I've spent a lot of time doing and re-doing the assets trying to get the best FPS and still don't feel I know reliably what to do here. I don't want to spend any more time than necessary repeating work (it takes away from doing more important gameplay features) By following the general tips available, and after much trial-and-error juggling, I find my performance is only about 30fps but the scene is not very detailed at all, there are only about 5 object types each about 2k and it is not at all detailed like the palestine shots. I haven't even added characters yet and already am at 30fps. SG how *exactly* did you get those palestine shots so detailed without killing framerate?" I need details! ------- Example scenario; a more or less realistic park scene where you have essentially re-used objects; signs, benches, sidewalks, trees, paths, garbage bins, etc. Signs, benches and garbage bins share material + texture as do each type of object (all path objects use path material + texture, all sidewalks use sidewalk material + texture, etc.). The layout of the park scene has these objects placed all over the scene, as one would expect in a park scene. In such a scenario, what is the best way to get the scene running at a good fps in Unity? Assume doing the layout in the 3d editor since Unity doesn't yet have snap. Combine all objects of the same material before export? Or don't do the layout in the editor and import only the pieces, set them as prefabs and do the layout in Unity? Or something else I'm missing? In the park scenario, what is the poly cut-off where there is no longer a performance advantage for combining objects of the same material type? Is it really 2k? Imagine the signs, garbage bins, and benches spread out over the entire scene, when is it no longer efficient to have those all as 1 mesh? Here's a confusing example. It is generally considered that fewer objects and materials are better. So I created 1 big plane for the floor of about 6k polys and noted the performance. Then i tried another approach using GameObject -> Create Other -> Plane (about 400 tris) setting the plane as a prefab, then duplicating the prefab over the same area and adding the combine children script (total about 25,600 tris). Within the view frustrum of the camera there were again about 6k tris visible (out of 25,600). However using this small prefab option and the mesh combine script, performance was about 20 FPS faster despite the increased number of objects and higher combined number of polys. Until there is a 3D tool that lets us layout objects with their own mapping and materials then slice big chunks of the scene based on poly count + take all the mapping textures of the elements in each chunk and put them all into 1 texture (such a tool would be a game makers dream!), I'd like some more clarification on "best practices" in the above palestine / park scenarios, where objects are re-used in the scene. Thanks! *edit: hmm seems to be a bug between preview and submit if "" is used in title.