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Question by Next Beat Games · Jan 14, 2013 at 06:49 PM · materialbatchingefficiencydraw call

many mesh filters vs many materials

I am going through my game and making it more efficient. I have a small custom implementation of a 3d gui system made of a single plane mesh made of 2 triangles.

Up until now I have been setting the Material's Texture offsets to set the tile on texture atlas grids. Doing this creates a new instance of the material thus more draw calls.

I am switching to use UV coordinates instead. That way, no material instances are created but the Mesh Filter has now become the instances (since each mesh will use different UV coords).

This is ok right? Are instances of Mesh Filters better than instances of Materials? Can I still do batching?

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avatar image Next Beat Games · Jan 17, 2013 at 07:16 PM 0
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hi :( ....

avatar image yoyo · Jan 20, 2013 at 09:34 AM 0
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If you're concerned, try both approaches, review the results in the Profiler window, and see which has better performance/memory characterisics. (Then come back here and tell us what you found out :-)

avatar image whydoidoit · Jan 20, 2013 at 12:07 PM 1
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Wouldn't you be better off just updating the mesh? Changing the uvs to fit - that's what I'd do.

avatar image Next Beat Games · Jan 20, 2013 at 06:46 PM 0
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@yoyo yes i will eventually have to do that if I can't get an answer here. However, its difficult to allot time to tests like these when you have to create a business and a product all by yourself ;)

avatar image whydoidoit · Jan 20, 2013 at 06:50 PM 0
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I mean just write to the UVs in the mesh and dynamically update it rather than making a mesh for each setting.

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