We use Unity here at work. And I was looking at what types of limitations we should have regarding scene size.
I’m wondering how the location data for vertices are stored for objects that are not in render view.
If I had a scene with a ton of unique objects, but most of those objects were not in render view, how are they being stored? Are the locations of all of their vertices being stored in memory? Is it only storing the location and rotation data of the object itself, and then quickly accessing the vertex data from its .fbx or prefab as it comes into view?
I would imagine that all the vertex data is being held in memory for the entire scene. (unless asset bundles are used) So, if they are being held in memory. Is it in VRAM or in main memory?