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Question by keimax · May 30, 2012 at 04:41 PM · rigidbodyfpsslowdrawcalls

moving thousands of objects is very slow, Draw calls

Hi,

i try to move many planes (with a mesh renderer and a rigid body). But my fps drop to 2-3 when all start moving. Up to 100 objects is fine, but after that it starts to lag.

(Background: Spaceships moving from one planet to antoher). I already pool the objects,so they are instaciated with the start of the game, so this is not the bottleneck. Acutally i sent 900 ships but my draw calls go up to 2500!

Help is really appreciated.

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avatar image hathol · May 30, 2012 at 04:55 PM 0
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http://unity3d.com/support/documentation/$$anonymous$$anual/iphone-DrawCall-Batching might help you. Just make sure to follow the tips in the dynamic batching section.

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Answer by reptilebeats · May 30, 2012 at 04:59 PM

there is actually a very good presentation from one of the unite conferences explaing how to do this with a boid script, its about an hour long but explains how to get 500hundred birds flying around smoothly

http://unity3d.com/unite/archive/2007

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avatar image reptilebeats · May 30, 2012 at 05:10 PM 0
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i didnt realise this just give a link you want the second one along performance optimization

avatar image Simon-O · Mar 12, 2015 at 11:31 PM 0
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Direct link: https://www.youtube.com/v/nanJX78v7cc?version=3&f=playlists≈p=youtube_gdata

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Answer by keimax · May 31, 2012 at 08:54 AM

Thanks, i am batching now many objects! This site was also helpful: http://flyclops.com/2d-in-unity-or-hobbling-a-giant-176

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