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Unity Draw cal Batching
Hi there, we are working on a 3d game which requires minimum number of draw cals ,so we combined the meshes from maya and exported in fbx format but now the combined mesh does not render out with 1 draw call instead 6 draw cals are rendered .we are not sure what we are doing wrong while exporting.we have worked like this before in previous project.but this problem did not come .What is that we are doing wrong .We are in a very tight schedule so if you could help we will be very thankful to you.i Have attached image also please check in that we have one object named Main Asset_08 which is combined but it creates 6 draw calls
Its materials, shaders, lightning etc. creates draw calls to, it's not just the mesh itself. So, check them out too.
With the information given we can't say much about this. Some questions:
How many actual objects are in the scene? Does the FPS controller has some child objects?
What shader do you use on that environment mesh-object?
What render path do you use and have you tried disabling all lights? Any change?
Do you use any kind of OnGUI stuff (which we don't see in the screenshop or it might even be invisible)?
Render textures used:2? How many active cameras do you have? Do you use any rendertextures "manually"?
1.There is only one object(wall+Floor+Roof=Combined in maya) 2.Shader is default which comes from maya 3.I checked rendering path i used forward rendering.No light doesnt change anything 4.No Gui used 5.No texture is rendered manually
Problem is not this particular object any object exported from maya has same individual draw cals, as objects left uncombined..