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Drawing multiple sprites cause a huge performance issue
I have about 150 sprites in the scene and the half of them are static and share the same sprite. Now what happens here is that I get about 50 draw calls along with the gui elements and my main camera which draws those sprites cannot draw them without decreasing the performance. I get about 38 fps when I'm supposed to get at least 59 and boy, isn't it significant. The profiler indicates that Main camera has a hard time drawing "Render.TransparentGeometry" which breaks down to 3 more elements, the one with the hightest percentage says "RenderForwardAlpha.Render".
I'm guessing it's because %30 of each sprite is transparent? If that's the case how can I fix it? I mean this game engine is not that weak I know there's a way to solve it.
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