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Question by AndyMartin458 · Mar 10, 2014 at 08:56 PM · c#materialsstaticmmomeshcombine

How to reduce draw calls resulting from character models in an MMO?

I want to be able to combine the draw calls for multiple characters in my game dynamically. My game has a set number of character models that people can select, and so far, there is not any character customization.

My idea is to create 6 parent game objects that will be the parent of the corresponding character models. What script could I put on these parent game objects that would be able to dynamically make these character models draw more efficiently.

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avatar image DiligentGear · Mar 11, 2014 at 04:36 AM 0
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http://answers.unity3d.com/questions/14578/whats-the-best-way-to-reduce-draw-calls.html

This answer is quite informative.

There is also a CombineChildren script under Unity's Strandard Assets.

http://docs.unity3d.com/Documentation/$$anonymous$$anual/DrawCallBatching.html

avatar image AndyMartin458 · Mar 11, 2014 at 06:51 PM 0
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@DiligentGear I use CombineChildren in other parts of my game, but it might not be a good idea for all the characters, since a lot of the characters might be off-screen at one time. That would result in me drawing all the characters of that model-type, when only 1 is visible.

$$anonymous$$aybe you mean that I should put the combine children on the root of each individual character? Hmm, that could be helpful. I don't think the characters have more than 1 shader anyways. If I do that, then each character could theoretically only take 1 draw call. I should probably do smarter texture atlas and meshes so that the characters don't even need the CombineChildren script to be reduced down to 1 draw call.

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