![]() To do this, organize GameObjects into Layers. This allows you to cull small GameObjects at a distance shorter than the default farClipPlane property. You can set per-layer culling distances manually via Camera.layerCullDistances.It ensures that GameObjects outside of the View Frustum are not rendered to save on performance. Frustum culling is performed automatically on every camera.Refer to the Draw call batching documentation for more information.Ĭulling occurs for each camera and can have a large impact on performance, especially when multiple cameras are enabled concurrently. Keep an eye on the number of static and dynamic batch counts versus the total draw call count by using the Profiler or the rendering stats during optimization.If you wish to access the batched object’s material, use Renderer.sharedMaterial instead. This breaks any existing batch that already includes the material. Accessing Renderer.material in scripts duplicates the material and returns a reference to the new copy. Be careful not to instance materials unintentionally.Fewer lightmaps require fewer material state changes, but keep an eye on the memory footprint. Always bake lightmaps at the largest atlas size possible.Additionally, use Texture Atlases wherever possible. Fewer textures require fewer unique materials, making them easier to batch. Use as few textures in a scene as possible.You can maximize batching in a few simple ways: Otherwise, enabling it will waste CPU time looking for small meshes to batch. ![]() Note, however, that you should not use this unless you have enough low-poly meshes (no more than 300 vertices each and 900 total vertex attributes). Dynamic batching: For small meshes, Unity can group and transform vertices on the CPU, then draw them all in one go.The StaticBatchingUtility class also allows you to create these static batches at runtime (for example, after generating a procedural level of nonmoving parts). Unity combines all static meshes into one large mesh at build time. Mark all meshes that never move as Batching Static in the Inspector. This is more efficient than dynamic batching, but uses more memory. Static batching: For nonmoving geometry, Unity can reduce draw calls for meshes sharing the same material.To enable GPU instancing, select your material in the Project window of the Inspector, then check Enable instancing. GPU instancing: If you have a large number of identical objects with the same mesh and material, use GPU instancing to batch them through graphics hardware.Consult SRP documentation to see how your project can take advantage of this rendering workflow. Use fewer shader variants with minimal keywords to improve SRP batching. This can also speed up your CPU rendering times significantly. When using compatible shaders, the SRP Batcher reduces the GPU setup between draw calls and makes material data persistent in GPU memory. SRP batching: Enable the SRP Batcher in the Pipeline Asset under Advanced.Unity can combine multiple objects into fewer batches using several techniques with the High Definition Render Pipeline (HDRP) or Universal Render Pipeline (URP): You can achieve this with draw call batching.ĭraw call batching minimizes these state changes and reduces the CPU cost of rendering objects. On mobile devices, draw call optimization is vital. PC and console hardware can push many draw calls, but the overhead of each call is still high enough to warrant trying to reduce them. ![]() State changes between draw calls, such as switching materials, can cause performance overhead on the CPU side. To draw a GameObject onscreen, Unity issues a draw call to the graphics API (e.g., OpenGL, Vulkan, or Direct3D).
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