- Home /
Reducing drawcalls on texture atlas animation
I have made a very simple animation of a fish on Maya that I have imported into Unity. It has a spline IK handle and in maya it has 170 vertices and 230 UVs. BUT when I bring it into Unity it appears to have 25.6k vertices ( is that really 25,600 vertices ?) And for some mysterious reason I am pulling 100 drawcalls and I dont know why. I have a floating GUI button above it that activates a selection from 25 materials that are using the same texture atlas that has 25 different textures on it ( Max size 1024 dxti compressed ), one directional light, and 100 draw calls.The only thing I can think that is making that much draw call is that I have this ONGUI script on the fish
function OnGUI() { if(GUI.Button(Rect(screenPos.x-100,Screen.height - screenPos.y-50,200,150),"",customButton))
renderer.material= materials[Random.Range(0,renderer.materials.length)];
}
The only way I can get it to work is if, in the inspector, in the skinned mesh renderer,I have the 20 materials listed, and then the 20 materials listed in the script. I thought >I should be able to just have one material listed in the skinned mesh renderer and then change materials but it doesnt seem to work that way. I also tried to change the script to
renderer.materials[1]= materials
but it doesnt seem to do anything. Any ideas how i can reduce my drawcalls ? It seem like a lot for an empty scene with just one small fish swimming around..
Your answer
![](https://koobas.hobune.stream/wayback/20220613090844im_/https://answers.unity.com/themes/thub/images/avi.jpg)
Follow this Question
Related Questions
Draw Calls Not Reduced After Adding Texture Atlas. 0 Answers
DrawCall results are strange 0 Answers
Texture atlases on iphone 3 Answers
How To Apply A Texture Atlas For UI Image Objects? 0 Answers
Splatmapping / blending between two textures in an atlas? 0 Answers