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How to optimize a Unity project for Samsung Gear VR so that nothing slows down when you turn your head (there are no high-poly models)?
All seats - for the simplest elements (approximately 270 polygons per seat x 50 pieces in the hall = 13500 polygons). The rest of the environment is made up of cubes with textures overlaid on them, but the camera shows 11 million polygons. The world is baked. Batching works. What could be causing this and how can it be fixed?
Pictured: 37 million polygons
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1 Occlusion Culling
2 Frustum Culling
3 Don't make supermesh that has everything in it. A bad example, one mesh in which the entire decor of the room. Good, each element of the room's decor has its own mesh.
4 remove invisible polygons in meshes. As an example, a box, if it is not supposed that it can be turned upside down, then it is necessary to remove the entire lower part in its mesh.
5 meshes that will be created dynamically preload.
Thirty-eight thousand batches for a scene like this is insane. First you need to go through all the meshes and check that nothing extra got into them during export. Then create a separate test scene and turn on different parts of the cinema in turn. For example, all your seats should absolutely fit into one or two batches, if they don’t fit, then there are problems either with meshes or with the settings of materials and renderers.
You can read more about batching and optimization in the manual .
in view of the grid of the stage, you have not one hall, but a whole bunch. and they all count.
scene hierarchy - you've only shown a part of it. but are you sure that all these Point Lights are in Bake mode?? and baked light?
so each if the object gets light from several light sources, then the miscalculation will occur several times.
well, you really added something wrong on the stage.
you always have a Frame Debuger in the unit to see what exactly is being drawn and how. and as Daniil Basmanov
advised - turn off parts of the scene. see where you have these polygons "buried"
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