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Question by MoliCat · Oct 17, 2014 at 01:05 PM · performancedrawcallsreduce

How to Reduce draw calls in unity3d

I want to reduce large numbers of draw calls for my android game. it hangs in playing and making performance issue. :(

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avatar image Wisearn · Oct 17, 2014 at 01:08 PM 0
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You can have a huge texture that includes the textures you need for several objects, then they can share material and be batched by the engine which reduces drawcalls.

avatar image MrSoad · Oct 17, 2014 at 01:12 PM 0
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Take a look at this :

http://docs.unity3d.com/$$anonymous$$anual/DrawCallBatching.html

And read up on this as well, a different subject that may prove equally helpful to you :

http://unity3d.com/learn/tutorials/modules/beginner/live-training-archive/object-pooling

(Edit : and also read this :

http://docs.unity3d.com/$$anonymous$$anual/OptimizingGraphicsPerformance.html )

Hope this helps.

PS : I can recommend "Texture Packer Pro Standalone" and "TP Pro Unity Extension" by Stan's assets for the Texture Atlasing.

avatar image tanoshimi · Oct 17, 2014 at 01:35 PM 2
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@wisearn - while texture atlasing is generally "a good thing", huge textures on mobile certainly are not. $$anonymous$$any mobile devices can't handle textures > 2048x2048px (some not more than 1024x1024) and even if they can theoretically handle it, it requires a large memory allocation. See here for a table.

@$$anonymous$$oliCat - what makes you think that it's draw calls that are making your game slow?

avatar image BraveVN · Oct 19, 2014 at 08:55 AM 0
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can you describe your game more detailed ? 2D or 3D ? And how many draw calls in your game now ?

avatar image MoliCat · Oct 19, 2014 at 09:08 AM 0
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i thing they are 3d models. @tanoshimi

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Answer by faraz · Oct 18, 2014 at 08:42 AM

You can reduce draw call by implementing these things

batching dynamic and static Texture atlases,
Occlusion culling
lightmaping
mobile friendly shaders
low poly objects
low number of particles

unity already defined what to do for mobile performance http://docs.unity3d.com/Manual/OptimizingGraphicsPerformance.html

and by my experience i also used free unity plugin called Draw call minimizer and in give video they show how they reduced draw calls from 69 to 12.

Source

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avatar image MrSoad · Oct 18, 2014 at 09:19 AM 3
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Proper Occlusion culling is pro only, but depending upon the type/design of the game you are making you can sometimes use layer cull distance to simulate it. This method is never as effective as the real occlusion culling but I have managed to reduce my rendering overhead by roughly a third in the past using it.

avatar image maria-dev · Oct 19, 2014 at 08:45 AM 4
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using 1 material for all objects and also 1 mobile friendly shader can also help in good way.

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Answer by Tanshaydar · Oct 17, 2014 at 01:21 PM

The answer to this question pretty much sums up most things. A simple search would've unveil it :)

http://answers.unity3d.com/questions/14578/whats-the-best-way-to-reduce-draw-calls.html

I, too, suffered from draw calls, reaching 4-5K for my PC title. A little experience, some testing, profiling, and trying things at runtime pretty much leads you to the source of the problem.

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