I'm making an FPS game and I was thinking about how to make my scene very light when it comes to how many game objects are in the scene so the CPU won't get bottlenecked. I believe I'm quite close to the answer, but still not there yet.
Let's assume that I have a big level with a lot of static not interactable objects.
Firstly, I thought of designing the level in Blender, export it as a model, and then import it in unity as a single game object. The problem is that Unity will create nested objects for each mesh of that model, and let's say if that level model has 10,000 meshes then the scene will be overloaded with game objects.
Then I thought of exporting the model as a single mesh, logically thinking Unity will import it as a single game object with only one mesh component, plus the GPU will draw the whole level in a single draw call (since the level is only one mesh) which adds a benefit to the GPU too, but this will probably occupy too much Vram.
So what is the best way to accomplish what I'm trying to do? Is this a known technic that has a specific name?
Thank you for your time!