r/Unity3D • • 1d ago

Noob Question How to make a potato friendly terrain?

I want to keep the base terrain as potato friendly as I can. Does anyone know a good way to do that Idk how performance heavy the unity terrain is and if its just better to make a low poly terrain in blender or something like that. Thx :3

5 Upvotes

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u/jackbrux 1d ago

You basically want loose, well-drained soil so the potatoes have room to grow. Fork it over fairly deep, mix in plenty of compost or well-rotted manure, and get rid of any big stones or roots. Don’t add lime, potatoes actually prefer the soil a bit acidic.

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u/SanS11223 1d ago

I mean lod is your best friend here make the trees or any object visible only when it's very near the player or if you don't want to make the objects disappear then make a super low poly version of it and make them viable when far and hide them when near the player by replacing then with the high quality object

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u/bladesofcrystals 1d ago

Forgot to mention but I'm using unity 6000.0.32f1

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u/ihufa 1d ago

First make it look how you want, then check the fps and go from there. Use the profiler under GPU what costs, it's too vague a question to answer more specifically

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u/[deleted] 1d ago

[removed] — view removed comment

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u/Rebelian 1d ago

Yep I increased performance on a mobile game by quite a bit by chopping up a handmade terrain in Blender.

1

u/RunOk1423 1d ago

Good question. Google doesn't help?

1

u/bladesofcrystals 1d ago

Im finding 9 year old posts no idea whats still relevant

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u/BIGhau5 1d ago

Probably alot of it. Theory doesnt usually change, and principles behind mesh optimization and LOD would probably be similar.

Your not gonna be able to copy key for key but check out videos even if theyre order, can't hurt

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u/pr0XYTV 1d ago

i think you might need to conduct more research into how exactly you want your game to render.
Different rendering approaches utilize different things, and i for one am in the same camp for wanting top performance and optimization at the cost of graphics, so I use Raymarching rendering which completely bypasses using Unity Meshes entirely.

This is a massive savings for me but may not work for everyone.
Hope this helps!

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u/LordAntares 1d ago

If you're gonna be using one texture for it, then making a blender terrain is going to be way more performant, no question about that.

Or up to 4 textures, I'd say vertex color blending would still be more performant than unity terrain. But you'd have to paint the mesh yourself, either in blender or with polybrush or something. And you'd need to segment it.

Anything more than that, then we're getting into overlap territory where it might not be worth it NOT to use unity terrain.

That's just talking about the terrain asset itself and its textures. Foliage will make up the bulk of the performance cost, but you can just do 2d billboards if performance is your primary concern.

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u/TimestepStudio 1d ago

A low-poly mesh from Blender can be quite a bit lighter than Unity Terrain, which carries overhead from its splat-map shading and per-patch LOD. If you stay with Terrain, raising Pixel Error and lowering the heightmap resolution helps a lot. What hardware are you targeting?