Agreed, maybe it's easier for 'building and constructing your scene' modular wise, but as soon as one object has a different vertex color it's not the same vertex data, hence unique and not the same instance. Unless there is some shader instancing vertex stream magic trick that ONLY changes the vertex color data per model,…
I'm probably going to be called names for asking this but... I was checking out this video on planning and making modular environments and the author is showing a modular city he made (at 32') mentioning vertex coloring. I don't understand how this can work for a modular set; if you're painting vertex in your 3d package on…
What I usually do, is I export my meshes with black vertex colors from my 3d modeling app, and then I paint them in unity using this free tool from Synoptic entertainment : http://www.synoptic-entertainment.com/downloads/item/56-unity3d-advanced-vertex-painter in some other occasions, I export painted meshes from my 3d…
As far as I know, Unity doesn't support geometry instancing, so having multiple vertex painted meshes in the scene shouldn't be more expensive than reusing the original mesh (beside the build file size). In my tests . all the painted clones that are using the same material can be batched into 1 drawcall, witch is great for…
Thank you both for answering! More noob questions: @Botanika, that sounds like what I'm trying to do (the simple script approach). Could you detail your workflow a little bit? At what point do you use that scripts? What happens to the clones - are they considered as new meshes, are they still considered as instances of the…