If you use a separate texture for each of your spritesA 2D graphic objects. If you are used to working in 3D, Sprites are essentially just standard textures but there are special techniques for combining and managing sprite textures for efficiency and convenience during development. More info
See in Glossary, Unity has to create and send a separate draw call to the GPU for each texture. As a result, performance can decrease.
To reduce the number of draw calls, create a sprite atlasGraphics: A utility that packs several sprite textures tightly together within a single texture known as an atlas. More info. 2D: A texture that is composed of several smaller textures. Also referred to as a texture atlas, image sprite, sprite sheet or packed texture. More info.
See in Glossary. A sprite atlas combines multiple textures into a single texture. Unity only needs to create one draw call for all the sprites in a sprite atlas.
Note: If you use the Scriptable Render Pipeline Batcher, the number of draw calls might not decrease, but performance still improves a similar amount.
For more information, refer to Create a sprite atlas.
To avoid Unity sending multiple sprite atlases in a draw call, the recommended best practice is to create separate sprite atlases for the following: