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Question by AlexFormoso · Dec 23, 2012 at 06:19 PM · performancegriddraw callsmap making

Problems on Grid made Map

Hello everybody. So today i start to make an Advance Wars clone for Android and iOS, but right away at the start i found an issue, not one that i dont know how to deal with, but one that i dont know how to correctly deal with. With this post you will find a picture so lets identify some things: -Minimap on the upper left corner: Camera to texture with Unity Pro. - Rest of the HUD: Simple buttons with onGUI scripting. - Yellow grid: easily done with a proyector (i think). - Green Selection Square: I think its a solid 3d object with some glowing particle effecs, but not sure. - Squares: Squares with some texture/3d models on the upper side.

My question is: assuming my scenarios are 120x120 squares, how much impact in performance could i have when doing actual squares and instantiating them when the map is loaded? (i calculate about 20K draw calls maybe?) If not, in what way i could acomplish this with a smaller impact on performance?

If someone needs more explanation or examples i will gladly post them. Thanks in advance!

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avatar image AlexFormoso · Dec 23, 2012 at 09:35 PM 0
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aparently i have to use some sort of Draw Call Batching on the tiles

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Answer by Loius · Dec 23, 2012 at 09:45 PM

20k draw calls is too many, period.

Search for "Unity SpriteManager"; the class on the unity wiki is very helpful and you can build all your tiles in one place; they'll be batched into one draw call for you and there'll be about zero impact. Batching the world tiles will let you spend more resources on your particles and such.

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avatar image AlexFormoso · Dec 23, 2012 at 09:52 PM 0
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as far as i can tell, Sprite$$anonymous$$anager is for batching 2D Sprites (quads) into one Draw Call. But will this work for 3D objects?

avatar image Loius · Dec 25, 2012 at 06:03 AM 0
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You can rotate the quads to face any direction you need, but if you need actual meshes, I don't know of any existing utility to batch those.

You can mix-n-match, though - doing the flat tiles as sprites should clear up enough of those draw calls to give you some breathing room, hopefully :)

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