#I can see batches between 1200 1600 in

1 messages · Page 1 of 1 (latest)

soft ibex
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so i assume your meshes are using different materials?

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are you using an asset to bake(combine) the meshes?

soft ibex
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well it is not a easy thing to do on your own properly, to keep the UV's correctly and lightmaps

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there is a nice asset called Mesh Baker

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it's 70€ tho

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i've used this in my game on steam in a very big city enviroment

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and reduced the batches from 2.2k to 400

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tho, gained tons of fps

olive cairn
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Are you targeting mobile or builtin render pipeline?

soft ibex
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did you mark them as static

tawdry iris
soft ibex
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so unity dynamic batching can batch it

tawdry iris
soft ibex
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you can also try to enable GPU Instancing on the materials

olive cairn
soft ibex
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and enable SRP Batcher

olive cairn
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How many vertices are you rendering?

soft ibex
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just use frame debugger to see what is generating the most draw calls

tawdry iris
olive cairn
soft ibex
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they are

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1600 draw calls in a mobile game is a lot

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by reducing it by half, you can gain a lot of fps and performance

olive cairn
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If they are rendering 204k vertices draw als are not an issue

soft ibex
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they are.

olive cairn
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Vertice count is an aggregate of all draw calls

tawdry iris
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hmmmm

split cradle
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Just reduce your level of detail in blender or smthn

tawdry iris
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also

soft ibex
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are you using LOD groups?

split cradle
tawdry iris
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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

soft ibex
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you might want to read about draw calls and learn how they affect perfromance

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how are they generated and how to reduce them

tawdry iris
soft ibex
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that'll help you a lot

tawdry iris
soft ibex
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verts doesnt matter

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watch this video

tawdry iris
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I actually did watch that video

soft ibex
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then you know what to do ;p

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make texture atlas, so you can have 1 material for all enviroment objects

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and combine the meshes

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so you'll drop to like 200-300 draw calls

tawdry iris
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And just realized many not moving objects don't have static batching enabled