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Question by msfredb7 · Sep 17, 2017 at 05:22 AM · 2doptimizationdrawcallspacking

Sprite packing does not reduce draw calls like expected

I've been working on a 2D game and I've noticed a weird behaviour (possibly a bug). This is my scene setup: 1 Camera,1 Archer character,1 Spearman character.

Most of the sprites used by the archer are sprite-packed into the same 'archer' atlas. Most of the spearman sprites are packed into the 'spearman' atlas.

If I enable the archer alone: 5 draw calls alt text

If I enable the spearman alone: 3 draw calls alt text

If I enable them both: 16 draw calls

Shouldn't they be at or below 8 ? It's like one of the characters prevents the other from being batched.

Notes:

  • No scripts or components are attached to the characters (excluding SpriteRenderer).

  • All sprites use the same Sprites-Default material

  • I have tried putting all the sprites on the same layer and order in layer, but the result is the same.

  • No sprites are flipped, all sprites are scaled to (1,1,1)

  • The SpritePacking mode in editor is set to: Always enabled

archer-render-alone.jpg (26.1 kB)
spearman-render-alone.jpg (25.6 kB)
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avatar image msfredb7 · Sep 17, 2017 at 05:23 AM 0
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Both of them enabled

alt text

avatar image msfredb7 · Sep 17, 2017 at 05:26 AM 0
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Sprite packsalt text

both-packs.jpg (274.5 kB)

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Answer by hexagonius · Sep 17, 2017 at 05:32 AM

This happens when materials are switched for drawing fir due to the ordering. If you enable the frame debugger from the unity windows and step through the calls you will see that it's a back and forth between the two atlases.
You can either pack them both into the same atlas or make sure one is entirely drawn before the other.

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avatar image msfredb7 · Sep 17, 2017 at 05:41 AM 0
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Aha, thanks a lot. I didn't even know that 'Frame Debugger Window' existed. I will help me a lot.

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