So here is the deal, i have an enemy that is rigged and consists out of quite a few voxels.
When i run the game i get very bad performance overall when its rendering the model because of the amount of objects it needs to render. How can i improve that?
Here's the things i have thought about: Only rendering the faces we actually can see, Or maybe using some sort of GPU Instancing?
Anyways, i would like to know how i could resolve such a problem. Any help is much appreciated!
Without knowing how you've actually implemented your voxels in game (i.e what components each voxel consists of and how you're currently managing them) it's hard to offer much specific advice.
In general though there are a few things to consider:
It might also be worth looking into Unity's Data-oriented Technology Stack (DOTS) features, although that could be overkill for this situation.