#I can see batches between 1200 1600 in
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so i assume your meshes are using different materials?
are you using an asset to bake(combine) the meshes?
No
well it is not a easy thing to do on your own properly, to keep the UV's correctly and lightmaps
there is a nice asset called Mesh Baker
it's 70€ tho
i've used this in my game on steam in a very big city enviroment
and reduced the batches from 2.2k to 400
tho, gained tons of fps
Are you targeting mobile or builtin render pipeline?
Not all
did you mark them as static
mobile I'm using URP
so unity dynamic batching can batch it
Yes imma check once again
you can also try to enable GPU Instancing on the materials
What does the profiler say where most of the frame time is spent?
and enable SRP Batcher
How many vertices are you rendering?
just use frame debugger to see what is generating the most draw calls
Verts is 204.1k
Draw calls are not your issue
they are
1600 draw calls in a mobile game is a lot
by reducing it by half, you can gain a lot of fps and performance
If they are rendering 204k vertices draw als are not an issue
they are.
Vertice count is an aggregate of all draw calls
hmmmm
Just reduce your level of detail in blender or smthn
85% of the assets are from asset store
also
are you using LOD groups?
Yeah and u can just extract the model and throw it in blender
The game is running at 80 fps in the game mode in the editor but when I exported it to windows the game looks same but runs at 30-40 fps, worse on phone
you might want to read about draw calls and learn how they affect perfromance
how are they generated and how to reduce them
nope
that'll help you a lot
LOD groups?
A short video on how to improve your frame rate in Unity. This video covers various optimizations to reduce draw calls such as combining meshes, batching and gpu instancing.
Music Credit: LAKEY INSPIRED
Track Name: "The Process"
Music By: LAKEY INSPIRED
Official SoundCloud https://soundcloud.com/lakeyinspired
Official YouTube Channel:https:/...
verts doesnt matter
watch this video
I actually did watch that video
then you know what to do ;p
make texture atlas, so you can have 1 material for all enviroment objects
and combine the meshes
so you'll drop to like 200-300 draw calls
And just realized many not moving objects don't have static batching enabled