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 Damson · Aug 01, 2014 at 03:19 PM · fpsdrawcalls

How to reduce drawcall

I want to build a game for android. In the game you can collect coins. These coins has the same material. In the binging of the game I create enough coin and I put them into a pool so I can use them when they are needed without using instantiate and destroy continuously. How can I reduce the number of the draw calls? I cannot combine them into one mesh or can I?

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

1 Reply

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

Answer by robertbu · Aug 01, 2014 at 03:24 PM

In theory, you could create all your coins out of a single mesh, but before you go to those lengths, make sure your coins are batching, and then test the result on your target platform. You can see in the stats if your coins are batching. To batch 1) the coin mesh needs to have less than 900 vertex attributes, and 2) you need to not make any changes to the material on the coins at runtime. The number of vertex attributes will depend on how the mesh is defined, but typically you need to get under 300 vertices to get under 900 vertex attributes.

Once you have them batching, run a test on the target device. Keep instantiating coins until you see a slow down. Experiment a bit with simpler shaders to see how much the shader is impacting your performance.

http://docs.unity3d.com/Manual/DrawCallBatching.html

Comment
Add comment · Show 9 · 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 Damson · Aug 01, 2014 at 03:28 PM 0
Share

Ok. Please treat me as a newbie. I have nothing int the scene but 3 coins and the camera and I get 3 Drawcalls. What to do next? Coins have less than 300 vertex

avatar image Jamora · Aug 01, 2014 at 03:30 PM 0
Share

$$anonymous$$ake sure all the coins use the same instance of a material (i.e. the same material).

avatar image Damson · Aug 01, 2014 at 03:32 PM 0
Share

well they do. They have only a single color now

avatar image Jamora · Aug 01, 2014 at 03:37 PM 0
Share

That doesn't yet mean they use the same material. If you change the color of one coin, do the others change as well? If not, you use different materials.

The easiest way to have them all use the same material is to make a prefab of one coin, then instantiate that prefab

avatar image Damson · Aug 01, 2014 at 03:38 PM 0
Share

I did that. They have the same material. I change the material and it changes in every single coin. I use this script to count the drawcalls: http://wiki.unity3d.com/index.php/Accessing_number_of_drawcalls_from_script

Show more comments

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

Improving custom shader performance? 0 Answers

moving thousands of objects is very slow, Draw calls 2 Answers

Used Textures stat.. what exactly does that mean ? 0 Answers

Lower Draw Calls For Sprites 2 Answers

Stuttering Game problem 1 Answer


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