Important: The Built-In Render Pipeline is deprecated and will be made obsolete in a future release.
It remains supported, including bug fixes and maintenance, through the full Unity 6.7 LTS lifecycle.
For more information on migration, refer to Migrating from the Built-In Render Pipeline to the Universal Render Pipeline and Render pipeline feature comparison.
This section contains information on understanding and improving rendering performance.
| Page | Description |
|---|---|
| Reduce rendering work on the GPU or CPU | Reduce the amount of rendering on the CPU or the GPU, or increase the rendering frame rate. |
| Optimize mesh rendering using level of detail (LOD) | Information about features that can reduce the number of GPU operations that Unity requires to render distant meshes. |
| Compressing mesh data for optimization | How to compress mesh data to reduce its size, which can improve performance. |
| Loading texture and mesh data asynchronously | How Unity loads texture and mesh data at runtime. |
| Collect rendering data | Resources for using the Frame Debugger window and the Frame Timing Manager to check and debug rendering issues. |
| Optimize rendering lots of objects | Techniques for speeding up rendering by reducing the number of drawing commands the CPU sends to the GPU. |
| Graphics performance and profiling in URP | Resources for understanding and improving rendering performance in the Universal Render Pipeline (URP). |
| Graphics performance and profiling in the Built-In Render Pipeline | Resources for understanding and improving rendering performance in the Built-In Render Pipeline. |
| Graphics performance and profiling reference | Explore properties and settings in the Frame Debugger window and the Rendering Statistics window. |