Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 14 Next capture
2021 2022 2023
2 captures
12 Jun 22 - 14 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 navidhaghighi · Sep 03, 2018 at 06:26 AM · optimizationdrawcallssetpass

One mesh , one material , no textures ,but multiple draw calls

hello guys . i am working on an endless runner project , and in my project i am using object pooling , in a way that most of my environment is pooled and spawned together. so i have recently decided to reduce my draw calls (Set pass calls ). at first i had multiple fbx files , so i decided to move all my files to just one fbx . i am using houdini as modeling software , and in houdini alt text

i 've added each of my geometries as a file node in houdini then i exported the resulting geometry as an output FBX.

and houdini turns this for me to only ONE geometry. when i export this geometry and bring it to unity , and i should mention , i am just using the unity default material , and no textures . when i hit play there is 5 draw calls . alt text i know why there are 5 draw calls , because i have 5 geometries combined into one single geometry, but isn't unity suppose to use only one draw call per mesh ? here is my question , why there is 5 draw calls for only one mesh ? and i 've read one answer that in forward rendering there is one draw call for each gameobject , and my camera's rendering is forward . and if problem is in houdini side , i would appreciate if you tell me how to fix it . thanks a lot.

importing-file-from-houdini.jpg (23.4 kB)
draw-calls-unity.jpg (95.6 kB)
Comment
Add comment · Show 4
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 misher · Sep 03, 2018 at 06:33 AM 0
Share

You may have 5 submeshes, all have own material (even if it is the same one)

avatar image navidhaghighi misher · Sep 03, 2018 at 06:40 AM 0
Share

@misher no they don't have their own material , not in houdini , and not in unity . in houdini i didn't add any materials , i just add a UVUnwrap node , and on the unity , in the model import panel and materials tab , i have unchecked the import materials option . i wanted to attach more pictures but , the website limited me to attach only two pictures.

avatar image misher · Sep 03, 2018 at 07:36 AM 0
Share

Try add another copy of your model to the scene and see if you have 5+1=6 draw calls, there can be other hidden objects in scene having other 4 draw calls

avatar image Harinezumi · Sep 03, 2018 at 08:16 AM 0
Share

How many triangles and vertices does your mesh have in total? It is possible that it doesn't fit into one draw call, and that's why it needs to be separated into multiple ones.

2 Replies

· Add your reply
  • Sort: 
avatar image
2
Best Answer

Answer by SunnyChow · Sep 03, 2018 at 07:55 AM

Try placing a cube into the scene instead of your model, it may get the same drawcall. I feel unity need other drawcall for the shadow or background

Comment
Add comment · Show 2 · 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 navidhaghighi · Sep 03, 2018 at 01:35 PM 0
Share

@SunnyChow yes , you're right , i have placed a simple cube , and it is still 5 draw calls , i have a feeling that there shouldn't be 5 draw calls for just one cube because i have seen many articles that people drop their drawcalls to 1 , do you know how can i drop it to 1 drawcall without getting rid of shadows and all that stuff?

avatar image SunnyChow navidhaghighi · Sep 04, 2018 at 02:27 AM 1
Share

I don't know. I don't even know if it's possible.

avatar image
0

Answer by angrypenguin · Sep 03, 2018 at 06:37 AM

Is your mesh internally sill composed of 5 sub-meshes? If you click the arrow next to your model in the Project view what's in there?

Comment
Add comment · Show 1 · 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 navidhaghighi · Sep 03, 2018 at 06:52 AM 0
Share

@angrypenguin , in unity it is not , it is just one model that has one mesh , and inside houdini , it is a single piece of geometry . here is a picture : https://drive.google.com/open?id=1WixGgcm8$$anonymous$$sjBfc6lqyAGsnY1qhjZDO3B

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

98 People are following this question.

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

Related Questions

Why so many SetPass Calls? 1 Answer

What's the best way to optimize draw calls with 100,000+ bjects? 1 Answer

How to optimize with a lot of objects 0 Answers

iOS Profiler: What to look for 0 Answers

Serious Drawcall Issues 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