Version: Unity 6.0 (6000.0)
Language : English
Troubleshooting GPU instancing
Introduction to batching meshes

Combine meshes using batching

Resources and approaches for improving performance by combining static GameObjectsThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary
or moving GameObjects into fewer draw calls.

Page Description
Introduction to batching Understand how Unity creates batches of static and dynamic GameObjects to reduce draw calls.
Set up GameObjects for batching Get the best results from batching, and make sure Unity batches GameObjects.
Batch static meshes at build time Use static batchingA technique Unity uses to draw GameObjects on the screen that combines static (non-moving) GameObjects into big Meshes, and renders them in a faster way. More info
See in Glossary
to combine static meshes at build time.
Batch meshes at runtime Batch static objects with the StaticBatchingUtility API, or dynamic GameObjects with dynamic batchingAn automatic Unity process which attempts to render multiple meshes as if they were a single mesh for optimized graphics performance. The technique transforms all of the GameObject vertices on the CPU and groups many similar vertices together. More info
See in Glossary
.
Combine meshes manually Merge multiple meshes into a single meshThe main graphics primitive of Unity. Meshes make up a large part of your 3D worlds. Unity supports triangulated or Quadrangulated polygon meshes. Nurbs, Nurms, Subdiv surfaces must be converted to polygons. More info
See in Glossary
that Unity can render in a single draw call.
Access properties in combined meshes Use MaterialPropertyBlocks to change properties of combined meshes without breaking batching.

Additional resources

Troubleshooting GPU instancing
Introduction to batching meshes