Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Thet Naing Swe · Oct 05, 2010 at 08:32 AM · guitexturedrawcallsreduce

reduce the GUITexture drawcalls

How can I reduce the drawcalls for GUITextures. Currently, it is using 1 drawcall per GUITexture nomatter what their positions are outside the screen or not... I've found GUIManager which is based on the Sprite Manager but GUIManager is not working correctly on Unity3. How will you make the drawcalls of the GUITextures... Does the another way exist either than using GUIManager or Sprite Manager?

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

2 Replies

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by Dreamora 1 · Oct 05, 2010 at 10:10 AM

You can not reduce it. As long as you use GUITexture, GUITexture or anything that is used in OnGUI it will be 1 drawcall per object.

You will need to use a mesh based system like Sprite Manager 2 (SM1 was for Unity iPhone 1.5 prior batching actually and does the batching itself, using it with iphone 1.6+ or U3 is an overkill as it dublicates the logic) or just a simple quad created in a modeller that you use.

also keep in mind that batching once you did above would only work if they use the same material, you can't change any value on it or it will lead to a clone material and cease to work batched.

Comment
Add comment · Show 2 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Jason-H · Jan 30, 2011 at 06:00 PM 0
Share

What do you mean by "a simple quad created in a modeller that you use"? I can't afford the Sprite manager 2 right now, so I assume the "simple quad" is the way forward. Thanks!

avatar image Dreamora 1 · Feb 13, 2011 at 07:58 PM 0
Share

Simple quad would mean that you really create a quad in a modeller or through code and then use code that orients it towards the camera and alike (to do what you want it to do)

avatar image
0

Answer by LitobyteSoftworks_answers · Dec 04, 2011 at 09:57 PM

The quads have the downside tha they need to'be oriented toward the camera each cycle, this May eat out some CPU if many object are needed. Imagine a bunch of 100 RTS game units, each with HP bar on the top, that would mean make 100 quads look at the camera, won't be slow then?

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image rawsteel · Feb 03, 2012 at 11:56 PM 0
Share

If you display for instance the HP bars on top of every unit, simply draw them (with quads) on a separate ortho camera. You can get their positions via camera.WorldToScreenPoint.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

2 People are following this question.

avatar image avatar image

Related Questions

Reduce Draw call for Multiple GUI Textures with same Texture 1 Answer

My GUITexture shrinks on both sides 0 Answers

How to Reduce draw calls in unity3d 2 Answers

Using screencapture to reduce expensive draw calls. 2 Answers

HUD with a lot of elements, efficient way? 3 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges