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With any asset with UV coordinates, it's good practice to have parts that need more detail take up more area than parts that don't (usually, anyway). So you can have the UV coordinates for the detailed parts of your normal map scaled quite large, and the UVs for the less detailed parts scaled quite small. You can also have two different sets of UV ...


3

Creating threads is expensive. If you’re going to perform animation processing each frame, it’s better to keep the thread around. Something like this: void UpdateAnimationWorker() { for (;;) { WaitForTrigger(); // waits for Draw() to signal us if (ShouldExit()) break; foreach (var model in AllGameModels) ...


0

You could always write a shader to render objects in one single pass for multiple lights: http://en.wikibooks.org/wiki/Cg_Programming/Unity/Multiple_Lights http://kylehalladay.com/blog/tutorial/bestof/2013/10/13/Multi-Light-Diffuse.html What about shadows? Because they also add more passes, and as I remember correctly dynamic batching won't work on the ...


0

In dynamic batching the 900 is that ultimate limit for 1 batch. It means that if you have a mesh with 900 vertices, it will fill a full batch and the next item will create a new batch! For dynamic batching, Unity has to merge all of your vertices and create a new VBO every single frame. So even if it decreases your number of batches, it may still use a lot ...



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