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Save drawcalls with animated figures
Hey folks,
its me again. And yet again I got a question regarding draw calls.
The Problem is, I got an Figure with like 30 - 40 of ridgits. I need a lot of theese points to add equip.
At the moment a figure with some equip causes like 15 - 20 drawcalls. Of course I can't make them static, since I need them to do their part when the figure moves or playes an animation.
I mean, 20 dc's isn't that much, but is there a way to reduce the drawcalls of the figure even further?
Thank you for any help =)
FWIW many developers just use 2DToolkit, it is one of the top-ten selling assets. It completely takes care of every aspect of this and gives you one drawcall, it does all the animations totally automatically etc etc.
Is this 2D? If it is then what @Fattie said, if it's 3D then you can combined the skinned meshes after adding them. You may well want some kind of custom shader to help with the atlasing of the materials.
Let me know if it's the 3D version and I'll post a proper answer :)
Thanks for the answers so far, but it is a 3D model ;)
Also I'm not sure if a third party programm would work fine for me, since I need the ability to add or remove items from a figure with C#
Each equip model have its own texture/material? if so try to atlas them manually, you'll save drawcalls on the texture part.