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 skyline489 · Dec 29, 2012 at 10:43 PM · calls

draw calls practise and performance for mobile , need help!!

first i'd like to apologize for my bad writing skills , i'm not a native English speaker , so i hope i'll be clear in pointing out my ideas.

what is the best practice to reduce draw calls for mobile devices, can you share your technique with me?.

before i start explaining, i don't use any compacted shaders only mobile diffuse , anyway i have figured out an idea , i haven't tried it yet. let's say i have 8 different objects with 128x128 texture for each model , each object has its own material, let's say i want all of them appear at the screen in the same time, , i thought instead of using a material for each object , with a photo editor i combine the 8 textures into a one 1024x1024 texture and apply it to a single material and use it for the all objects , then adjust the uv on each model to the mini textures at the 1024x1024 texture, so i have different objects with a single material. is this a healthy thinking in managing draw calls?

another question let's say i have 40 objects from the same model with the same material (duplicated objects) with no collision or any aim to apply collision whatsoever, for example some trees at the background , if i combine them together , will that reduce the draw calls? i tried it and it seems it does , but the problem is that the numbers of polys on the screen increased , because now the model covers the screen wherever i turn or move since all the models became a big one,so what is your take on that? what is more important draw calls or the number of polygons on the screen.

i understand that no one can give me an absolute answer , as all these numbers are not the only factors on performance unless i test it myself , but it would be nice if you answer me based on your experience ,and sorry again for the rotten English skills lol, i can speak English but didn't learn it formally so I'm not good at writing lol.

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
0

Answer by Meltdown · Dec 29, 2012 at 10:47 PM

Most of your questions will be answered here... http://docs.unity3d.com/Documentation/Manual/OptimizingGraphicsPerformance.html

Comment
Add comment · 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

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

9 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Android Help - How to suspend the game during a phone call? 1 Answer

Making A Chat System 0 Answers

Inconsistant onTrigger AND button is pressed calls!? 1 Answer

whats better mesh or atlas 1 Answer

WaitForSeconds not working 2 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