- No number of any kind of object can accurately tell you what the performance cost is because there’s too many variables on how to use them. Use Memory Use stats to determine what’s best for your game.
- To clear misconceptions:
This can be both true and untrue, due to variables in how they’re used and instanced, and why we all need to avoid blanket statements. Sometimes MeshParts are more efficient, sometimes Parts are. It depends on how you use them.
This is usually an inaccurate way to describe how it works. If you’re using a lot of Parts in an asset that’s repeated often, it’s sometimes better to use a MeshPart. Unions are just inefficient MeshParts. However, do not use Unions simply because you think less objects = better memory use. That’s not how any of this works.
I’ve found that for complex assets made with a large amount of Parts can benefit with having the more complex pieces be turned to MeshParts instead. That’s really dependent on how it’s applied though.
- Memory Use and game performance is a complex topic, thankfully, I did a whole RDC talk on this very thing. Watch it here: