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mesh instancing vs combining (unity free)

Discussion in 'General Graphics' started by delinx32, Feb 1, 2015.

  1. delinx32

    delinx32

    Joined:
    Apr 20, 2012
    Posts:
    417
    I've searched on this topic and found alot of information, but I have a little confusion on a couple of key points and was hoping someone could help clear them up. I'm at a point in my project that I have to choose a strategy.

    What I think I know:
    Instancing
    Pros
    1 draw call if they share the same material
    Can use LOD/Culling (although not unity pro's built in)

    Cons
    Thousands of game objects? Does this decrease performance?

    Combining
    Pros
    1 draw call
    1 game object

    Cons
    Cannot use LOD/Culling because the mesh is basically always visible
    Hard to set up textures/atlasing

    Questions I'm not sure about
    Does instancing work with unity free?

    Do the many game objects affect performance?

    Does instancing work from runtime code or just if it was designed in the editor?

    I'd love to just instantiate prefabs, but something in my gut is telling me that that can't be the best way because of the high number of objects. With XNA I had created 1000's of objects via code and the performance was absolutely terrible, but XNA is obviously a lot less mature than unity.