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This question was closed Apr 16, 2014 at 12:15 PM by Benproductions1 for the following reason:

Problem is not reproducible or outdated

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Question by qvatra · Apr 16, 2014 at 10:27 AM · spritefpsverticesdrawcallsverts

Low frame rate with small amount of verts

I have a lot of clones of a sprite prefab (GameObject with animation)in my 2d game.
The fps thus is very small. At the same time I have only 15 draw calls in my scene.
I think the only solution is to decrease number of verts. Am I right?

How can I decrease number of vertices for my prefab?

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avatar image Benproductions1 · Apr 16, 2014 at 10:47 AM 1
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A sprite generally only has 4 vertices. There's no less vertices you can have. You should find out which part of your game is causing the bottleneck. It might be the sheer number of objects, a script you have on all your objects, or simply just the fill-rate of your graphics card.

avatar image flamy · Apr 16, 2014 at 10:58 AM 0
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added to what @$$anonymous$$roductions1 said, check the memory usage, physics components, number of textures used (comes in memmory as well)

avatar image Benproductions1 · Apr 16, 2014 at 11:51 AM 1
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@flamy It can be "cheap" depending on how it's implemented, but I agree, this is probably the cause of the low framerate.

With spacial structures, it can be a O(1) calculation, with optimized looping it can be O(N!) but it's most likely O(N^N) right now.

avatar image jonSG · Apr 16, 2014 at 12:23 PM 1
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You might check out using a quadtree or k-d tree. Here are some links:

http://unitycoder.com/blog/2013/03/26/kdtree-find-nearest-object/

http://gamedevelopment.tutsplus.com/tutorials/quick-tip-use-quadtrees-to-detect-likely-collisions-in-2d-space--gamedev-374

avatar image Benproductions1 · Apr 16, 2014 at 12:29 PM 1
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@jonSG Please post that on the question that asks how to optimize finding the closest object, not the question that asks how to optimize rendering of sprites. There's a reason this question is closed ;)

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