Ambiera ForumDiscussions, Help and Support. |
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I used a website that generates a configurable city mesh, I reduced the amount of polygons, the entire city mesh gave less than 20 thousand polygons I think, including asphalt, buildings and sidewalks, but this still affected the game performance, i deleted the city and the performance came back, I came to the conclusion that you have to use a collider based on very few polygons, see, 20 thousand polygons is nothing for a mesh but it is a lot for a collider, meshes apparently generate a similar collider, so the solution is to create an ultra low version poly of the same mesh you intend to use, disable the collision of the original high poly mesh, and place this low poly in the same place but invisible and with collision activated. It would be nice if you could export the entire scene as a single mesh, and then work on it and reduce the polygons and do what I said above. |
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And also remove colliders where possible, I place two meshes inside each other, and this sometimes affects performance and behavior, so now I only leave one collider activated. |
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Exactly the same conversation here.... https://www.ambiera.com/forum.ph... |
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website that generates a configurable city mesh? It sounds good, I would like to know this site, do you have a link john? |
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Here is the link, some other user posted last year. Press load scene to generate the city : https://jakelem.github.io/ProceduralCity/ The problem is, the asphalt is very bad, full of bugs, also you could have a slowdown because of the colliders. |
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Thanks! I will look this! |
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https://www.ambiera.com/forum.ph... |
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This city engine is amazing! I used in my game Pickup car, good remember this app VP! |
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