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Question by fusecore · Apr 03, 2015 at 01:37 PM · shaderspritespriterendererisometric

Cheapest way of rendering 2000 sprites?

I'm trying to make a little isometric terrain generator using sprites. The goal is to bring this to mobile once it's a game.

But I'm noticing quite low FPS rates once I start zooming out and showing more sprites on screen. I checked the profiler and it dips below 10 fps on my Nexus 4 once I hit around 2000 sprites on screen. The solution would obviously be not zoom out so much, but is there a way to maximize performance?

Is for instance, the standard sprite shader a cut-off shader, of does it look for gradual alpha values? Is there a better shader out there?

I've already eliminated some sprites that were being rendered under others and disabled them.alt text

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avatar image HarshadK · Apr 03, 2015 at 01:39 PM 2
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Have you used Sprite-Sheets?

avatar image fusecore · Apr 03, 2015 at 01:41 PM 0
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Do you mean a single big image with all the sprites on it? No I'm using single images. Would one big one help?

Also, doesn't that only impact initial loading time?

avatar image HarshadK · Apr 03, 2015 at 01:44 PM 1
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Yes, that's what I'm talking about. Using Sprite-sheet helps. It might not totally resolve your problem but it will surely help you up your frame rate.

avatar image fusecore · Apr 03, 2015 at 01:45 PM 0
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Thank you, I will try that right away. I also noticed a lot of empty space in my sprites thanks to your comment.

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Answer by _joe_ · Apr 03, 2015 at 02:30 PM

Make sure all your Sprites have the same Packing Tag in the Texture Importer and use the built in Sprite Packer to pack them into 1 Atlas. This will batch everything and will reduce the drawcalls since it's only using 1 texture instead of many:

http://docs.unity3d.com/Manual/SpritePacker.html

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avatar image fusecore · Apr 03, 2015 at 02:43 PM 0
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15->75 fps. Thank you!

avatar image _joe_ · Apr 03, 2015 at 03:10 PM 1
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