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3D tips, tricks and notes (mostly Blender)
Some tips:
https://blenderartists.org/forum/archive/index.php/t-319261.html
Use ALT + C to convert object path to mesh.
More tips:
https://blender.stackexchange.com/a/284/15846
Really would like to note this stuff in terms of the provided example in above post. Good to know and see example!
Quick copy/paste dump:
Move code out of loops when possible
Loops are a common place for inefficiencies to occur, especially when they are nested. If a loop runs frequently on many GameObjects, efficiency will decrease.
Consider whether code must run every frame
The Update() function runs every frame. Use Update() for code that must change often. Otherwise, move code out of Update() so that it runs only when it needs to.
Run code every [x] frames
For code not trigged by an event, you can choose to run it every [x] frames. The following example runs ExampleFunction every 3 frames.
private int interval = 3;
void Update()
{
if (Time.frameCount % interval == 0)
{
ExampleFunction();
}
}
Reduce use of GetComponent()
Storing and reusing function results is efficient. This technique is known as caching.
GetComponent() is a good opportunity to cache and increase optimization.
The following code calls GetComponent() only once, as the result of the function is cached. The cached result can be reused in Update() without any further calls to GetComponent() .
private ExampleComponent componentName;
void Start()
{
componentName = GetComponent<ExampleComponent>();
}
void Update()
{
ExampleFunction(componentName);
}
Use object pooling
Object pooling temporarily deactivates, recycles, and reactivates objects as needed. This is more efficient than instantiating and destroying objects.
https://www.udemy.com/masterunityandblender/learn/v4/announcements?ids=2061096
Example of making low poly models.
https://blenderartists.org/forum/showthread.php?96950-Reducing-unnecessary-quads-triangles
more tips about keeping mesh clean, etc:
And:
since you were talking about subd modeling here's some tips. even though it's not blender, there's universal techniques
http://graphics.pixar.com/opensubdiv/docs/mod_notes.html
h/t @caseydedore
https://github.com/caseydedore/3d-art-workflow-wiki
Link to it from my 3D coat page
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