If your Shader is using Vertex Position, Normal, and single UV, then you can batch up to 300 verts, If your Shader is using Vertex Position, Normal, UV0, UV1, and Tangent, then you can only batch 180 verts.Batching dynamic GameObjects has certain overhead per vertex, so batching is applied only to Meshes containing fewer than 900 vertex attributes in total.With dynamic batching there are some unique requirements as per Unity: Similar to Static batching, it will batch together items of like materials. If it doesn't need to move for any reason then check the static checkbox at the top right of the inspector.ĭynamic Batching is used for objects that will be moving around. Static batching will be the most performant, so set objects to static whenever possible. You have probably used this when you're trying to add baked lighting or something like a navigational object to your game. Objects that share the same materials will be batched together. This means that the object will not move, scale, or rotate. Static Batching is used whenever you set a game object to static. Imagine having 100 different draw calls for a scene versus optimizing your scene to have less than 5. To put it simply, anything that appears on screen must be "drawn". Often, the visual aspects of a game are going to be one of the big areas in which you can improve performance. You can then narrow down the specifics further within each category. It will display categories such as CPU usage, GPU usage, Rendering, Physics, Audio and more. You'll need to keep the window visible while playing your game. You can find the Profiler under Window>Profiler and it will run when you play your game. The Profiler is a great way to get an in-depth look at how your game is performing. Use the Profilerīefore you start removing lines of code, refining prefabs, and trying to make everything performant, you need to know what is actually causing performance issues. Don't limit yourself too much, but understand that it's easier to build a performant game from the start rather than trying to restructure things to work better later. However, think with performance in mind as you're designing it the first time. I enjoy going back to old scripts or projects and finding ways to make something more efficient, often by stripping down the excess. I always like to approach development from the perspective of what can I get away with to achieve the same effect? Whenever you design a game you need to determine specifically what you need and, more importantly, what you don't need to include. I'm putting this first since it should be a general rule for any game that you build. Getting started in Unity? Watch our FREE tutorial series: Unity Introduction for Beginners 1. While each game may require a different approach to optimization, these are the key techniques you can implement in most situations. Maximizing game performance can be quite relative to the game that you're working on and performance tips that may work for one game may be completely pointless for another. Playing a game that is properly optimized feels smooth and responsive, and it will have a larger audience since it can run on lower-end platforms as well. A game's performance can make or break the experience.
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