There are several methods you can use in Unity to optimize and reduce draw calls and render-state changes. Some methods are more suited for certain scenesA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary than others.
Page | Description |
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Introduction to optimizing draw calls | Learn about why reducing draw calls improves rendering time, and how Unity prioritizes optimization methods. |
GPU instancing | Resources and techniques for rendering multiple copies of the same 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 at the same time. |
Batching draw calls | Combine meshes to reduce draw calls, for either static or moving 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. |
Combine meshes manually | Merge multiple meshes into a single mesh that Unity can render in a single draw call. |
Refer to the following if your project uses the Universal Render PipelineA series of operations that take the contents of a Scene, and displays them on a screen. Unity lets you choose from pre-built render pipelines, or write your own. More info
See in Glossary (URP) or the High Definition Render Pipeline (HDRP):