Best Practices
The SceneStats overlay and tools provide detailed insight into scene performance directly within the Unity Editor. To get the most out of these tools, consider the following best practices when working with your scenes:
Triangle Counts
Target Range: For VR (e.g. Rec Room), aim to keep triangle counts under 100,000 in view for optimal performance.
Use Highlighting: Enable "Highlight Highest-Triangle Object" from the menu to quickly locate geometry-heavy meshes and optimize them.
Model Efficiency: Prefer lower-poly models with normal maps over high-detail meshes when possible.
Visible Objects
Keep the number of active visible objects in view to a minimum, especially for performance-critical scenes.
Use occlusion culling or LOD systems to reduce render load in dense environments.
Draw Calls & Batches
Minimize draw calls by:
Using shared materials
Enabling GPU instancing when supported
Batching static geometry where appropriate
Keep an eye on batches; high batch counts typically indicate many separate materials or meshes.
Unity vs Rec Room Objects
Monitor the Unity Scene vs Rec Room Scene object counts to ensure imported assets don't overload the additive scene.
When working in Rec Room Studio, remember that objects in the Rec Room scene are dynamic objects and take more resources to render — keep that in mind when optimizing.
Gadget Counts (Particles, Lights, Audio)
Particle Systems: Use lightweight particle shaders and limit particle count & lifetime.
Lights: Prefer baked lighting when possible. Avoid using too many real-time lights in a single view.
Audio Sources: Limit overlapping and looping audio sources in dense areas.
Collider Counts
Prefer Box Colliders over Mesh Colliders wherever possible — they are far more performant.
Avoid non-convex Mesh Colliders unless absolutely necessary (e.g., for static environmental geometry).
Use convex colliders only when required by physics interactions, like rigidbodies or interactables.
Overlay Usage
Use "Toggle Overlay" to hide the UI when not needed, especially if you find it distracting.
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