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Question by Lairinus · Sep 22, 2014 at 03:13 PM · guiatlasdrawcall

[4.6] GUI - How to reduce Draw Calls

Hello!

I'm very confused as how to atlas with the new GUI system. I read that it was handled automatically so I imported a bunch of different images and saw my draw calls rise for every new image.

The material section only takes a shader as well.

How does one go about getting low draw calls with this new system?

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Answer by digibawb · Sep 22, 2014 at 04:19 PM

Make sure you set the 'Packing Tag' on all your sprites to the same value, so they will be placed in the same atlas.

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avatar image Lairinus · Sep 22, 2014 at 04:28 PM 0
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Thanks!

Not really sure what happened with it but it didn't work until I hit Sprite Packer (on Desktop Build) and then went back to Android

avatar image findujanvier · Jan 27, 2015 at 05:41 AM 0
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Could you tell me how can i use sprite packer? I have never use it before and there is no tutorial about it!

I can figure out how to add Packing Tag to my sprites, and pack them in Atlas.

But I don't know what to do next!!!

-Where is my Atlas? -How can Image reference to it?

Thanks!

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Answer by hubecube_ · Dec 22, 2014 at 08:06 PM

I have spent a lot of time figuring out that when sprites are overlapping they also don't batch draw calls well.

I had a list of 53 tiles, all the same prefab. If they are overlapping by 1 pixel I get ~200 draw calls. If they are nicely seperated the draw calls go down to ~6.

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