Texture Atlasing and Mesh batching
Hello,
We have all heard about the draw calls problem on mobile, but what is the correct way to solve it? This is a randomy instantiated obstacle that I use in my game and it's composed of many parts. The question is: Should I take the separate parts and stick them together in unity and let the dynamic batching do all the job or should I combine it in a single bigger mesh in Maya and texture it there? In the first case I can't combine meshes that have more than 300 vertices in Unity and I can't use a single texture, while in the second one I can't combine them in Unity BUT I can use a single texture for the whole obstacle. -If I choose the first way, how do I texture it so that it can be drawn in one draw call?
Thank you
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