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Different mesh draw call count for test and production scene
Hi All,
Mesh assets were created to use an texture atlas. All use the same material. In a test scene, all the assets use one draw call or less. When used in game as collection of board hexes, some use 4 calls. Some use 8 calls. We turn off the GameObject to get difference to come up with the draw call count in game. Appreciate any insight.
Cheers
Is there a difference in the lights between the scenes? As lights can add extra drawcalls for each object.
$$anonymous$$y advice would be to go to: window --> Frame Debugger
As this window will give you more information about where these drawcalls come from. If both scenes use a different amount of draw calls, this window should display it.
ps. The frame debugger is new in Unity 5.
Thanks troien! The production scene has 4 directional lights. The test scene only one. Turned one off at a time. Sure enough, huge drop in draw calls as each one turned off. We are on the 4.5 build. No frame debugger. Have to figure out why they did this. They have them facing each compass direction. Even lighting from all directions?