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Question Texture Atlasing and Optimisation

Discussion in 'Editor & General Support' started by Clydey2Times, May 2, 2021.

  1. Clydey2Times

    Clydey2Times

    Joined:
    Oct 24, 2017
    Posts:
    242
    My current workflow involves exporting from Blender to Substance and then to Unity. However, when doing this I'm forced to create an awful lot of materials. How bad is this for performance? Perhaps an even more pressing issue is the size of my project and, ultimately, how big the final build will be.

    Is there a way to merge the textures in substance painter into a texture atlas? Am I overthinking this? How bad is it for a room like this to require, for example, 20 materials? The final game will have, I'd estimate, up to 30-40 scenes like this.
    Office.jpg
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,745
    Best place to start for performance questions is always Window -> Analysis -> Profiler.
     
  3. Clydey2Times

    Clydey2Times

    Joined:
    Oct 24, 2017
    Posts:
    242
    Thanks. As a general rule, is not using texture atlases bad practice?
     
  4. Clydey2Times

    Clydey2Times

    Joined:
    Oct 24, 2017
    Posts:
    242
    Can anyone help?