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mesh instancing vs combining (unity free)

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

  1. delinx32


    Apr 20, 2012
    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:
    1 draw call if they share the same material
    Can use LOD/Culling (although not unity pro's built in)

    Thousands of game objects? Does this decrease performance?

    1 draw call
    1 game object

    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.