Hello there, I have a few questions if you don’t mind helping me
I working on a watch project using babylonjs and I used Unity to compute their lightmaps.
My watches FBX imported in Unity are about 20Mo but once I export my scene using the babylon toolkit from Unity, the output file is about 100Mo…
This loads decently on PC, this takes about 10 seconds which is acceptable but I’m supposed to make it work on mobile devices too… And it obviously takes some time to load 100Mo, about a minute on my test mobile.
I have tried with my mesh converted to Incremental mode and it kinda helps but creates other issues that I would like to avoid.
This leaves me with a few questions :
It seems that the GLTF format is lighter than the Babylon one according to my tests (made on 3dsMax). Is that generally correct? If so, is there a way to export my unity scene into the GLTF format?
Could it be possible to use the draco compression to reduce my number of polys? I looked for a way to do it in Unity and even bought a 50$ feature in the asset store that had terrible results…
(I also tried to optimize my meshes using the 3dsMax algorithms that work well in max but transferred to Unity it seems to self-add a huge number of useless ones).
Any other idea I don’t have thought of that might help me?
Thank you guys!