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Question by iMagesBlues · Apr 17, 2013 at 04:55 PM · cameratreesdraw calls

Terrain Trees: Draw calls triples when FPS camera rotates?

Hi. I'm quite new in unity and I just want to know if what I'm experiencing is normal.

I have a terrain, painted a few terrain trees and deployed my FPS character. I have 40-50 draw calls when character is idle or moving (WASD) but when I try to rotate (MouseX/Y) draw calls go up to 150. But it goes back to 40 as soon as rotation stopped.

Does this relate to tree billboarding? Do they get rendered first before they are billboarded?

BTW verts count also increases from 10k to 40k. Even if I just have a handful of 100-vert trees? :/

Your comments are greatly appreciated.

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avatar image iMagesBlues · Apr 24, 2013 at 04:47 PM 0
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After some experiments... I found out that unity somehow allocates a single up to a few draw calls for EVERY kind of tree added in the terrain inspector. Even if some of those trees are not painted in the terrain... and these invisible draw calls are done only when the camera rotates (no additional draw calls during translation)

In my case, as the camera rotates... I have 8 different trees which takes up 11 drawcalls ( 8 low-poly 1 draw call each and 1 high-poly, 3 draw calls). and I have 9 terrain tiles... which sums up to 99 draw calls plus the actual draw calls.

I'm guessing that this is Unity's way of optimizing its Terrain System. Is there a way to achieve 360-camera-axes-rotation without too much overhead in draw calls?

Also, these are just my blind assumptions. Can anybody verify if my findings are valid. :)

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