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Question by unity_8onOKUAv6azVoQ · Aug 09, 2021 at 12:20 PM · renderingoptimizationperformance optimizationbatchinginstancing

Frame rate stays at 10 fps even when all meshes changed to cubes

We go from rendering 40M tri's to 2M tri's and the frame rate doesn't improve at all.

Imagine an RTS game with 1000 tanks. Where if you have all vehicles in view you get 10 fps and the only way you can gain any fps is to turn off all the Renderers (at a gain of about 25 fps).

We have nested game objects (e.g. the treads are a separate game object with a renderer, the body of the tank is a separate game object with a renderer as well as the turret and gun are separate).

The hierarchy for our tanks goes about 4 or 5 game objects deep with each tank being composed of 15 or more game objects total.

I've also noticed we get no benefit from "enable gpu rendering" on our textures and can't seem to get any "batches" going on the Stat menu even though the tanks are the same.

What are some optimizations we could do?

Thank you.

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