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Question by liszto · Nov 15, 2012 at 02:05 PM · spriteoptimizationdetonatordraw call

static material & draw calls (Detonator unity package)

Hi,

in the Detonator package on Unity website all the scripts are old and probably uncomplete. Cause in some scripts there is a lot of scary comments :).

One of them is this one :

 //Default Materials
     //The statics are so that even if there are multiple Detonators in the world, they
     //don't each create their own default materials. Theoretically this will reduce draw calls, but I haven't really
     //tested that.
     public static Color     defaultColorSmokeA;
     public static Color     defaultColorSmokeB;
     
     public static Material defaultFireballAMaterial;
     public static Material defaultFireballBMaterial;
     public static Material defaultSmokeAMaterial;
     public static Material defaultSmokeBMaterial;
     public static Material defaultShockwaveMaterial;
     public static Material defaultSparksMaterial;
     public static Material defaultGlowMaterial;
     public static Material defaultHeatwaveMaterial;

Someone can confirm me that but put a static in front of a Material declaration don't reduce draw calls ? Unity crate 1 draw calls per explosion sprite in the perfHUD debugger (from NVidia for Tegra device).

I suppose there is no solution to batch dynamic explosion to display only one draw call for all non simultaneous explosions ?

If someone know an alternative to those detonators for mobile devices (and on PC/MAC). I can maybe redo some part of those classes for mobile but this will probably take me lot of time :(.

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