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Question Optimizing a scene with lots of identical low poly meshes

Discussion in 'Universal Render Pipeline' started by Maskedchamo, Apr 7, 2023.

  1. Maskedchamo

    Maskedchamo

    Joined:
    Mar 12, 2018
    Posts:
    23
    Hi,

    I've got a scene using URP with thousands of identical meshes, made of 20 vertices/10 triangles. I've found on this page - https://docs.unity3d.com/Manual/GPUInstancing.html - that GPU instancing is counterproductive with low poly objects.

    The given advice on this page is
    How does one set up a single buffer. I have no idea where to start.

    Thanks for your help.
     
  2. DevDunk

    DevDunk

    Joined:
    Feb 13, 2020
    Posts:
    4,456
  3. Maskedchamo

    Maskedchamo

    Joined:
    Mar 12, 2018
    Posts:
    23
    Thanks DevDunk. Although I understand what's described in the video, I still don't know where to start to implement it.
     
  4. PutridEx

    PutridEx

    Joined:
    Feb 3, 2021
    Posts:
    1,123
    You can do mesh combining, combine grass into batches, don't combine it all into one.
    Combine close ones into one mesh, and repeat.

    There's an asset that does this automatically, cell-based mesh combine: Mesh Combine Studio 2 | Modeling | Unity Asset Store

    If you have wind, and you're using pivot for wind, combining meshes might cause issues.
    You'll have to change how you do it if that's the case.
     
    DevDunk likes this.