As we're porting our first level to Unity, I'd like to know what your recommendations are for level geometry. For instance: (And please keep in mind when answering that our main concern is getting it to run on the average ancient computer (both Mac and PC) in public schools--roughly 5+ years old. Not all our customers have boxes that old, but it's important that we keep it running for as broad a user base as possible.) 1. Should floors be built as planes to conserve polys or should they be built as cubes for better collision calculations? 2. What about walls? 3. What kind of density do floors need? For instance, if characters are 3 to 6 units tall, how big should the polys be that they are walking on to provide sufficient collision to support the character without being any heavier than necessary? 4. Simlarly, how does poly size affect the redraw speed? On some engines, too big a polygon will slow the engine down, but too many polys will also slow it down. What is the best balance with Unity? 5. I've read that we should group objects together to limit the total number of game objects, but how does this apply to floors and walls? For instance, should we group all the floors, walls, and ceiling of a moderately complex dungeon together or should we try to break them out separately?