An SDK item has a few hard limitations that you cannot exceed like number of polygons, materials, and mesh count.
Each item complexity is represented by a number of credits (complexity level).
Each parcel size have a maximum amount of credit that you cant use to put items (small is 150, medium is 400*, XL is 850*).
Components Limits
As avatars, there is no problem of having a few “Exceptions” on an item. But you cant have any “Errors”. The credit cost for each component is in the list bellow.
![](https://cdn.discordapp.com/attachments/497779048685109259/895639397536514068/unknown.png)
![](https://cdn.discordapp.com/attachments/497779048685109259/895639524460335144/unknown.png)
Material complexity credit cost
Depending of the render queue and texture size of a material, the credit cost will be higher.
![](https://cdn.discordapp.com/attachments/497779048685109259/895639443279581285/unknown.png)
Render queue
- In 3D games, everything is not rendered at the same time. In fact the game is separated by “layers” placed in a queue called “Render Queue”.
- For example, almost every opaque mesh is rendered at the same time.
- Then there are few layers of transparency, (skybox, windows, trees etc.).
- Since transparency in Unity is incredibly simplified, in one layer everything is rendered in front of the other in a very messy way (far objects can be in front of close objects).
- To correct this problem, you can use higher or lower rendering layer/queue.
Classic opaque material
![](https://somniumspace-guide.com/wp-content/uploads/2021/10/image.png)
Classic transparent material
![](https://somniumspace-guide.com/wp-content/uploads/2021/10/image-1.png)