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efficiency quad vs sprite renderer
Hi, i'm making an android isometric game, where i have static platforms(which are circular) I'm wondering what is the best way to render the platforms? I was using sprite renderer, but It I found out you could also use quads with transparent textures. The adreno profiler says the sprite calls to render the platforms are heavy and when I use quads it no longer warns me about it.
So I mainly want to know what is the difference or when should I use quads and when should I use sprites.
Answer by GiyomuGames · Sep 28, 2015 at 02:48 AM
If you have grids of sprites that could be replaced by quads in 1 mesh renderer then do it as it will significantly reduce the draw calls. Otherwise I think the sprite renderer is good.
Answer by Kiwasi · Sep 28, 2015 at 01:22 AM
Sprites are generally preferred for 2D stuff as they can have tighter packing which reduces overdraw on the transparent areas. Transparent pixels are normally more expensive then extra vertices.
I would typically only use a quad when you image is square and will cover the whole area in pixels. Screen overlays work well for this. As do tiling on things like walls and other flatish surfaces.
Try running it with the Unity profiler and see what you get.
Answer by J0hn4n · Oct 21, 2017 at 11:23 PM
What if i have my sprites on Resources folder there itsn packing so i loss something ?also i think making the mesh vertices relative to non-transparent pixels can work to avoid overdraw.
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