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Scaleing and performance

Discussion in 'Editor & General Support' started by fredr92, Apr 16, 2014.

  1. fredr92

    fredr92

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    if u have a gameobject for example a building, and u have scaled it in the scene to the size you want is there any difference compared too scaling the original gameobject in the project folder ? when it comes too performance?
     
  2. Graham-Dunnett

    Graham-Dunnett

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  3. fredr92

    fredr92

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    But if its the same gameobject, in different sizes for example a rock, same rock in 10 different sizes, its gonna be drawed 10 times more than if it was all rocks in same size?
     
  4. shaderop

    shaderop

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  5. twiesner

    twiesner

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    Depends on the platform and if you have physics on the object or not that scaling and performance can become an issue.
     
  6. DanielQuick

    DanielQuick

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    If they are scaled differently they cannot be dynamically batched. Generally though, rocks don't move so you can use static batching if you have Pro.
     
  7. fredr92

    fredr92

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    Its Windows standalone, im using unity free but im planning too Upgrade too unity5 if my game goes well. But i have some performance issues, fps is only average 20 when everything is Maxed and when everything is at lowest. Any idea if this is normal ?
     
  8. DanielQuick

    DanielQuick

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    What is normal depends on what is in your scene. If you have tons and tons of models and inefficient scripts, then poor performance would be normal. It would also be normal if your development rig isn't up to snuff.
     
    Last edited: Apr 16, 2014