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Load External Images into Atlas to reduce drawcalls
I need to load about 50 images into our app at runtime from a server, they're a range of sizes from 50x50 to 960x640.
Currently they're being loaded into Unity's UGUI RawImages via WWW which is causing unnecessary draw / setpass calls during rendering.
It is possible to create an atlas on the fly with the loaded Texture2Ds and use sprites to reduce the drawcalls?
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