I’m asking for further clarification on how expensive unions truly are for game optimization. While there’s many valid points as to why unions should be avoided I’m still skeptical as this thread shows minimal differences.
I need to know if unions can be considered stable enough to be playable on Windows 7+ if unions are used in moderation. If not windows 7+, what’s the lowest OS where unions won’t negatively impact the game’s performance?
What’s the average union / part total I should aim for throughout the entire project? What techniques should I use to optimize unions ( I.e should I avoid using certain materials or spacing unions out etc.)
I don’t think they’re really being used anymore outside of showcases, since i’ve seen many moments where unions wouldn’t load at all. I don’t know anything about the performance with unions, but prior to 2017 I had a very weak 32-bit PC and it ran fine with unions. It’s probably not affecting performance, but it probably does have some problems. My (sort of) fix for this is simply exporting the union as a mesh and reimporting it back.
Is there any tutorial or guide on how I could achieve this?
I’m relying on unions to achieve accurate collisions i.e a player swimming through a sewage pipe. From what I’ve been told by others the collisions from meshes created in 3D software when exported into studio will have unpredictable results.
If I were to use meshes I would have to (correct me if I’m wrong) resort to the following if collision issues had occurred.:
Isn’t parts with transparency bad for performance reasons if it isn’t used in moderation? What would the recommended amount be for transparent parts?
OR
This ,my concern with this is how I would be able to predetermine which sections of the mesh would need to be split in order to fix the collision problem. If I split it into multiple sections wouldn’t that be worse on performance in comparison to having only one union with an accurate collision?