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Question by zannghast · Oct 15, 2010 at 03:17 AM · iphoneoptimizationverticesdrawcalls

Small Vert/Tris count still generating more draw calls than expected

I have an object made up of two meshes and two different materials:

  • Mesh 1 is made up of 119 verts/113 tris with 2 submeshes, while Mesh 2 is made up of 71 verts/65 tris.
  • Mesh 1 uses Material 1 and Material 2, while Mesh 2 only uses Material 1 (sharing that same material with Mesh 1)

Okay, here's what I don't get at all. These two meshes make up a more 'complete' object. Everytime I duplicate this more complete object, my draw call ramps up to 3. Why is that? What I would expect is that the draw call ramp up to 3 (or possibly just 2) just once even if I have 10 of these low poly objects as long as one (and atleast one) instance of this object is in the screen.

How does UNITY 3 ramp up the draw call in this case anyway?

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avatar image zannghast · Oct 15, 2010 at 06:54 AM 0
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Updated: Okay, so we tried to make the object made up of only mesh. the object has less than 300 verts and tris and uses only one material. It's pre-animated (animation done outsdie Unity) via bones.

The draw call generated by duplicating each has now lessened to 1 (compared to the 3 earlier), BUT it is still generating that one extra draw call per duplicate.

Any ideas on why this is happening considering that these objects are well below the vert limit and sharing the same material?

Has it got anything to do with the fact that we're animating with bones?

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Answer by zannghast · Oct 15, 2010 at 08:30 AM

Dreamora responded to a similar question I posted on the boards:

http://forum.unity3d.com/threads/63873-Small-Vert-Tris-count-still-generating-more-draw-calls-than-expected?p=408177&posted=1#post408177

Unfortunately, I had to learn the grim truth (and just now), that Unity 3 does not batch skinned meshes anymore.

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