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Question by Digital-Phantom · Mar 02, 2015 at 05:04 AM · renderingfpstexturesperformance optimizationdrawcalls

Used Textures stat.. what exactly does that mean ?

As my games development is progressing I've recently been spending a bit more time focused on the performance side of things (DrawCall, verts, fps).

When you use the in-game stats window one of those stats is 'Used Textures'. Now as the camera moves around that number varies up or down as expected, so I'd assumed that number was referring to what the camera was rendering.

But... if that's the case why when I move right up to an object that I know only has a single texture on it (and the camera sees only 'that' object) do I still get something like 13 used textures?

???

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avatar image Fornoreason1000 · Mar 02, 2015 at 05:25 AM 0
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is there any object behind that scene? or anywhere in the scene, I'm assu$$anonymous$$g Unity cache's all textures in the scene so they can be accessed quickly.

Unity may only use Frustum Culling(It may have changed to not use even that since some previous updates).

Frustum culling will render any object within the frustum, regardless if its actually visible unlike Occlusion culling. this means any other objects with different textures will be cached even though you can't physically see them.

avatar image Digital-Phantom · Mar 02, 2015 at 06:21 AM 0
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Only using Unity Free at this time. Yes, there are object behind the object the camera is looking at. That's what I was wondering, if in fact the unity engine is tracking everything in a direct line drawn in front of the camera.

Certainly not the most efficient way to do it, but then I guess that's an incentive to upgrade to Pro....lol

avatar image Digital-Phantom · Mar 03, 2015 at 01:25 PM 0
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Anybody have a definitive answer to this issue ?

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