CullScriptable CreateSharedRenderScene eats up CPU
So there is a strange problem with culling. In short - the scene we got 800+ 2D sprite objects, which are not covered by anything - almost always visible. They make up the terrain (which changes every 3-5 sec). As seen in this snapshot, culling eats up most of the CPU, which is a problem, since we want to run the game on WebGL so it has to be as perfomant as possible..:
The strangest thing is, that the only camera in scene has the culling disabled! We disabled almost everything in atempt to increase perfomance, in no avail:
Would appreciate any advice. This problem basically makes the game unplayable at this state... The game is completely Unlit 2D with no physics...
Your answer
Follow this Question
Related Questions
Crazy graphics problems involving RenderForwardOpaque. PLEASE HELP!!! 1 Answer
,DoRenderLoop_Internal() - How would you optimize this for Android and Iphone? 0 Answers
Render 2 cameras with same depth. Not split screen. 0 Answers
Black line in my game. 0 Answers
Cut through camera render and display LITERALLY NOTHINGNESS 0 Answers