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Question by zaurek · Jan 28, 2014 at 03:57 AM · terraintreebatching

Tree batching inside of terrain

Hey everybody,

After I got FPS drops in my current project I started investigating and found out the problem is draw calls because of the amount of trees I have standing around on my terrain.

When I place the trees manually outside of the terrain as individual game objects they are getting batched and my fps are just fine. But since it's rather annoying to place thousands of trees manually I'd like to use the terrain tools to paint them.

Is that possible while keeping the trees getting batched? Or does putting them into the terrain really only help if they're getting replaced by billboard versions?

My trees have less than 300 vertices, do not cast or receive shadows, I don't need wind or other fancy things.

Thanks in advance

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avatar image netvortex_dc · Mar 21, 2014 at 04:30 PM 0
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I second this! Also trying to find a solution here...

avatar image Jaqal · Jul 08, 2014 at 03:10 AM 0
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As am I. This tree system is giving me so many problems it's all I work on lately.

avatar image meat5000 ♦ · Jul 08, 2014 at 03:12 AM 0
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Have you tested performance in a build? Stats figures take the scene view camera into account.

avatar image Patricio Jeri · Nov 03, 2014 at 10:37 PM 0
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I re-second this! haha So needed.

avatar image Linus · Nov 03, 2014 at 10:48 PM 0
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$$anonymous$$ight be some help here: http://forum.unity3d.com/threads/batching-trees-and-speed-up-rendering.138929/ If you have pro, make sure to mark terrain as static

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