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Terrain is not batching anything?
I just wanted the following assumptions about the Unity terrain system confirmed, that's all:
patches are not batched
grass is not batched
Trees are not batched
Basically nothing is batched.
At least that's what I found out? Reducing view distances would be the only way to get better performance, but gets you popping asssets into view. This leads me to the assumption that the terrain is more than completely useless for mobile, because no optimization can be made... is that true?
"Batching" typically refers to the way that multiple entities that are considered separate from a coding point-of-view are sent to the graphics card as a single entity from a rendering point-of-view. As such, anything can theoretically be batched - grass, trees, sprites, terrain mesh chunks. It all depends on how you combine those meshes and whether the materials they share make them suitable for doing so.
@tanoshimi ok, I understand that since I'm making extensive use of it in other areas of the game. But when it comes to terrain it just fails. I watched the frame debugger which showed each individual tree being drawn on its own. the list is full of meshes. The same tree placed in the scene as static or even just as is batches just fine.
I couldn't find a manual page which describes how a terrain has to be used or what the requirements are to batch those things.
I mean I configure a tree so it can batch and paint it onto the terrain, right?
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