Question by
ibrews · Jul 11, 2016 at 03:58 AM ·
optimizationbatchingprocedural-generationdraw callsrandom spawn
Batching for randomly generated level
I have a fairly straightforward game level that is generated at runtime using a selection of prefabs. The problem? It seems that because they're generated at runtime, none of them are able to be batched, statically or dynamically. Even though it's not a complex scene, I'm getting hundreds of draw calls and my frame rate is terrible.
I can't do anything with meshcombine, because all of the objects being generated are interactive and need to be able to move/change color/ that kind of thing.
Any suggestions? Thank you!
Comment
make sure they all are sharing the same material after instantiating.