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How to reduce drawcalls on duplicated trees?
I tried the combine script putting it on an empty game object then adding all the duplicated trees as children but it did not help. I have 500 draw calls and very low fps. I imported the tree as fbx and then dragged it onto the scene then duplicated it. How can I go about this? Here is a pic of the order-
Problem is your tree use a Skinned $$anonymous$$esh Renderer. And I guess that your tree model is not low-poly.
Try using a simple $$anonymous$$esh Renderer and/or use the Terrain facility to manage your trees.
Like $$anonymous$$ryptos says - I just found that Skinned $$anonymous$$esh do not batch. But give a try with the static option. It might help. I am not sure though.
Answer by Karsnen_2 · Jan 04, 2013 at 02:42 PM
Like Kryptos said -> Try to use a simple mesh renderer.
I could give you some more options. You problem right now is batching and I am going to forget the poly count on your mesh.
Lets say that you tree is static throughout the game, then try to activate the static button on the top right hand corner of your screenshot. It will batch all similar meshes to produce one draw call.
If you do not want it to be static, then make sure that tree which are similar share the same material.
Make sure that you do use Spotlight or PointLights near the trees.
If you are duplicating i.e. Adding and Removing trees during runtime, then I would actually pool the trees.
When you said that you use a Combine Script, are you combining all the trees into one single mesh (during runtime) or are you just parenting them? For the former, I would not be doing that as engine would also recognize the vertices which are not part of the camera frustum throughout the game. Even though you are combing, you could only do it while the mesh is static. I would just use the Unity's own static option. For the latter, which is parenting - it does not affect drawcalls, it only cleans the hierarchy window.
If none of the above works, then the problem should be with Skin Mesh Renderer.
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