Question Too many custom unity assets

Marina84110

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Hello,
I'm trying to create my own environments (complex houses) with VAM assets, and I would like to know if it is possible to make the non-"mobile" furniture and decorations in a single file to avoid having so many "custom unity assets".
For the moment, I have made 3 rooms, and I already have more than 50 custom unity assets... which is very heavy to load and manage despite my rather powerful PC...
Sorry for my bad english.
 
Hello,
I'm trying to create my own environments (complex houses) with VAM assets, and I would like to know if it is possible to make the non-"mobile" furniture and decorations in a single file to avoid having so many "custom unity assets".
For the moment, I have made 3 rooms, and I already have more than 50 custom unity assets... which is very heavy to load and manage despite my rather powerful PC...
Sorry for my bad english.

That's kind of weird to ask that question if you have reached the point where you are able to make your own CUA through unity... that said, that's what I'm assuming. If it's the case, simply create a simple prefab with all your geo inside of it.

If I'm assuming wrong, and you are building a house with existing CUA from the community... how would you be able to do that? The only valid answer would be "create your own enviro in Unity". If you're building you own enviro with components like you'd do with Legos, you have no other choice than having each "brick" individually... or choose an existing enviro : )
 
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Thank you very much. I will try that.I really have trouble understanding how VAM manages my PC's memory. Sometimes, VAM starts to saturate my memory (64 Gigas) and 4070 graphics card and I have to restart the program for it to work properly again. I am not doing VR at the moment, but as soon as I have solved the problem with your answer, I will start motion capture.
 
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Thank you very much. I will try that.I really have trouble understanding how VAM manages my PC's memory. Sometimes, VAM starts to saturate my memory (64 Gigas) and 4070 graphics card and I have to restart the program for it to work properly again. I am not doing VR at the moment, but as soon as I have solved the problem with your answer, I will start motion capture.
I'm afraid this idea will never work properly, there are many reasons why it's hard to do. Especially if you're building your scene from assets downloaded from hub, it's almost not a realistic task for many reasons. You can't know what quality asset you are looking at right now on you sceen, maybe the mesh is in highpoly or have insane resolition texture size.
Don't forget that Unity has a limits for shadows and it cant cast in each render pass if you've reached limit. Also amount of materials used in scene is a big impact for performance, if you have a lot materials on assets you get bad perfomace, also any alphasorting or transparency is a hard process for engine.
Collisions probably biggest problem in vam for CPU. Collisions for meshes should be simplified I recommend combining simplified versions of your collision into several large colliders in to blender (2-3 per for scene), according to my observations is best for CPU.
Of course if you don't have all source files of assets that you use, you will not be able to achieve a good perfomance
 
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Sometimes, VAM starts to saturate my memory (64 Gigas)

I don't know what you're doing (since you did not clarify it in your answer), but I would be extremely curious how the hell you can saturate 64gigs of RAM with VAM.

I've been working years with VAM and prior to having 64gigs I never ever saw VAM saturating 32 gigs, and since I'm on 64 gigs, I'm still not even close to ever seeing VAM go above 32. And I'm working with very intensive scenes.
I could even go further: working with UE4/5, I've never seen a game engine in editor going further than 36gigs, and we're talking about scenes with several thousands of entities... not the tiny amount of shits we got in VAM :p


Also amount of materials used in scene is a big impact for performance, if you have a lot materials on assets you get bad perfomace, also any alphasorting or transparency is a hard process for engine.
Collisions probably biggest problem in vam for CPU. Collisions for meshes should be simplified I recommend combining simplified versions of your collision into several large colliders in to blender (2-3 per for scene), according to my observations is best for CPU.

Don't scare people for nothing :)
Even tho what you're saying is kind of true. VAM scenes are barely on par with any retail games when it comes to amount of entities, colliders, materials, and so on. Let's assume Marina works with like 50/60 props and a bunch of basic shapes to build the enviro, if anything is dropping the frametime badly here, it's not that there is too much materials or transparency, it's that something in those props is badly made and far too expensive for what it is.

Most of my enviros are running with a bunch of mesh colliders, and dozens of collisions, and a bunch of materials. This has never been a problem.

The last potential problem could be the amount of atoms. But we have made scenes in the past with over 200 atoms and the game was handling it quite nicely.

Optimizing your assets is important, this is true. But at the scale of VAM IF you are not doing something extremely wrong with materials or meshes or shaders, it's highly unlikely you will feel it.
To be completely honest: yes, there are assets on the hub that are very badly made and can kill your vam just with a single instance.
 
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