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Question by Sushant Ingle · Jan 09, 2014 at 11:40 AM · performancememorydrawcalls

Reduce drawcalls of Uniswf ...

Hi, I am using Uniswf for UI implementation. Drawcalls with uniswf are too much. I guess Its having 1 drawcall for 1 button or 1 image even though its using spritesheet. If i calculate i have near about 14 spritesheet and for this its using near about 50 drawcalls where it should have 14 drawcalls. I want to reduce drawcalls. Can anyone please help me through this problem?

I am using MovieClip to load and play swf.

Thanks in advance.

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avatar image Eric5h5 · Jan 09, 2014 at 10:06 PM 1
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Downvoted for demanding free support for a third-party plugin, but mostly for putting in the names of other users for no good reason. (Presumably in an attempt to get their attention, which is poor manners at best. Do not post users' names unless you're responding to them specifically.) You should really contact support for Uniswf ins$$anonymous$$d of posting here.

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Answer by SinisterRainbow · Jan 09, 2014 at 09:33 PM

1st) This is other developers answers questions free, you shouldn't expect anything here, especially not demanding it. 2nd) The unity GUI system is notoriously shitty about drawcalls. Use a custom package if you are spending so much on unity pro - i'm always surprised people don't try the free package first to understand what's going on... There are fairly cheap ones that do this well ...or write your own but will require UnityGL/OPENGL to do this efficiently. It would be nice to have it as default, but it's just not the case.

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