Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by DasFloX · Feb 22, 2015 at 01:06 PM · materialsmeshessubmeshuvmapping

Can't Reduce Draw Calls / Combine Meshes

Hi, I Made a car model in Blender consisting of 6 Parts body, roof and 4 wheels. I wanted this to be only one mesh and use one material (I was going to make a flat shading style game), so i joined the objects in blender and uv mapped it to a color atlas.

alt text

But now when i import it into unity i got 4 draw calls for a single car. So i looked at the material the car is using and found it is using the same material 3 times... alt text

when i reduce it to 1 material only part of the mesh is shown.

alt text

How do i get to combine those meshes correctly so i get only 1 draw call? That is rather important, because i wanna publish to android. Thanks in Advance, FlomoN

materials.jpg (137.8 kB)
uvmapissue.jpg (60.3 kB)
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

2 Replies

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by DasFloX · Feb 25, 2015 at 11:14 AM

The Solution is to close the image in the UV Editor, Re-Open it and then Unwrap the whole model again. That way you'll only get one Material and one Draw-Call in Unity.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
1

Answer by LaireonGames · Feb 22, 2015 at 08:37 PM

You need to go back to blender and check your materials there. From what I can see it looks like your applying 3 different instances of the same material to different parts of your model.

I don't use blender so I can't advice you more than that sorry!

Comment
Add comment · Show 3 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image DasFloX · Feb 22, 2015 at 09:42 PM 0
Share

The $$anonymous$$aterials are already applied on importing, but in Blender its only one $$anonymous$$aterial. If I import without material and do it myself the mesh renderer still shows, that it needs 3 materials, but its all the same material.

avatar image LaireonGames · Feb 22, 2015 at 10:11 PM 0
Share

The $$anonymous$$aterials are already applied on importing

Thats what I mean, if the materials are already there then Blender is telling them to be there somehow.

Try removing the materials completely from blender see if it exports/imports them with just one material (you UV's should still be there and you can then apply the material in Unity). Its not ideal but a way of debugging your process to see whats happening.

avatar image DasFloX · Feb 23, 2015 at 05:46 PM 0
Share

I removed any $$anonymous$$aterial in Blender but it still needs 3 $$anonymous$$aterials in Unity, I Think thats, because the $$anonymous$$odell consists of 3 not connected parts, that are joined into one mesh and in unity also shown as one mesh.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

21 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Combine N different meshes with M different materials on each 0 Answers

Camera no longer responds after adding blender object 2 Answers

Strange shader/lightning behavior in generated mesh 2 Answers

Materials on an imported mesh 1 Answer

Scripted mesh w/quad topology - material-per-submesh not working ? 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges