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n0mad

Joined: 27 Jan 2009 Posts: 1002 Location: Paris
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Posted: Tue Oct 06, 2009 10:04 am Post subject: |
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| Eric5h5 wrote: | Are you changing materials at runtime, maybe? Altering a material in any way (changing offset/tiling, alpha values, anything) creates a new material at runtime, so this can't be batched anymore.
--Eric |
No change at all. A plain, constant texture loaded on import. |
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Eric5h5
Joined: 19 Jul 2006 Posts: 6930
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Posted: Tue Oct 06, 2009 10:16 am Post subject: |
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| mklaurence wrote: | | Most of my assets are sub-300 tris and still not batching (like in the batch-test project that I attached to this thread, which has a single asset with 135 verts / 180 tris). |
I just looked at it...the object is 337 triangles, not 180. Whatever your 3D app says doesn't count; only the number in Unity matters.
--Eric |
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mklaurence

Joined: 26 Dec 2008 Posts: 93 Location: Chicago, IL
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Posted: Tue Oct 06, 2009 10:23 am Post subject: |
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| Eric5h5 wrote: |
I just looked at it...the object is 337 triangles, not 180. Whatever your 3D app says doesn't count; only the number in Unity matters.
--Eric |
[smacks head] Right. When I was looking for vert counts earlier, I looked in the right place, but this last time I didn't
That should be it then... |
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Eric5h5
Joined: 19 Jul 2006 Posts: 6930
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Posted: Tue Oct 06, 2009 10:27 am Post subject: |
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Yep, remove another 37 tris and it will batch. Actually the wording in the docs is a pretty confusing "bug" and should be fixed...if someone else hasn't reported it, I will.
--Eric |
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n0mad

Joined: 27 Jan 2009 Posts: 1002 Location: Paris
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Posted: Tue Oct 06, 2009 10:34 am Post subject: |
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So it's tris, not verts ?
Anyway, all of my objects are less than 100 tris. |
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ReJ Unity iPhone Developer
Joined: 01 Nov 2008 Posts: 306 Location: Unity Technologies
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Posted: Tue Oct 06, 2009 8:09 pm Post subject: |
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| Eric5h5 wrote: | Yep, remove another 37 tris and it will batch. Actually the wording in the docs is a pretty confusing "bug" and should be fixed...if someone else hasn't reported it, I will.  |
It actually bug in the code, not in the docs. It _should_ be verts. Will be fixed in the next release.  |
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Eric5h5
Joined: 19 Jul 2006 Posts: 6930
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Posted: Tue Oct 06, 2009 8:20 pm Post subject: |
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That's a bit unexpected, but actually good, since 300 verts is obviously less restrictive than 300 tris. Or is there still a tri limit too?
--Eric |
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n0mad

Joined: 27 Jan 2009 Posts: 1002 Location: Paris
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Posted: Tue Oct 06, 2009 8:38 pm Post subject: |
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That's what we can call pure honesty  |
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ader
Joined: 27 Jan 2009 Posts: 97 Location: England
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Posted: Tue Oct 06, 2009 10:03 pm Post subject: |
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| n0mad wrote: | That's what we can call pure honesty  |
Which is applauded. _________________ Busting bottles over the heads of saints since '68 |
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makaleth
Joined: 12 Aug 2009 Posts: 33
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Posted: Thu Nov 05, 2009 3:30 am Post subject: |
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Can we expect this "bug" to be hot fixed?
So that we can actually use 300 verts instead of tris? It would be nice to fix that kind of thing as quickly as possible so we dont waste our time modelling 300 tri models. |
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shadowman
Joined: 09 Jun 2009 Posts: 97
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Posted: Thu Nov 05, 2009 11:08 pm Post subject: |
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I have models of 200 vets.
They are not batching.
Similar models with 109 verts, sharing the same texture, batch. |
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shadowman
Joined: 09 Jun 2009 Posts: 97
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Posted: Thu Nov 05, 2009 11:42 pm Post subject: |
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i will add here even more info:
I have an asteroid, 109 verts. batching
I get this asteroid, 109 verts and edit it in max to make a different shame, more ramdom, adding nothing: unity gets a 200 verts mesh now, not batching again.
I am stuck to this single asteroid that seems to batch lol |
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makaleth
Joined: 12 Aug 2009 Posts: 33
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Posted: Fri Nov 06, 2009 7:48 am Post subject: |
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You cant look at the vert count. Unity currently batches meshes of <300 triangles not verts.
Still no reply on when we might see it changed to verts??? |
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n0mad

Joined: 27 Jan 2009 Posts: 1002 Location: Paris
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Posted: Fri Nov 06, 2009 1:01 pm Post subject: |
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| shadowman wrote: | I have models of 200 vets.
They are not batching.
Similar models with 109 verts, sharing the same texture, batch. |
Same problem here.
40 objects sharing the same texture, leading to 15 drawcalls.
Every object is < 300 verts (yes, not tris, verts, so verts counter is even lower than 300).
Can't understand why. _________________ Kinetic Damage : WIP monitor. |
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shadowman
Joined: 09 Jun 2009 Posts: 97
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Posted: Fri Nov 06, 2009 1:36 pm Post subject: |
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| makaleth wrote: | You cant look at the vert count. Unity currently batches meshes of <300 triangles not verts.
Still no reply on when we might see it changed to verts??? |
as fas as I know, in 3d world a triangle is made of 3 verts.
So in a mesh, 300 verts always less than 300 triangles, lot less.
So I don't get the point of your comment sorry |
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