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Unity 5  Game Optimization

You're reading from   Unity 5 Game Optimization Master performance optimization for Unity3D applications with tips and techniques that cover every aspect of the Unity3D Engine

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Product type Paperback
Published in Nov 2015
Publisher Packt
ISBN-13 9781785884580
Length 296 pages
Edition 1st Edition
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Author (1):
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Chris Dickinson Chris Dickinson
Author Profile Icon Chris Dickinson
Chris Dickinson
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Table of Contents (10) Chapters Close

Dynamic Batching

The purpose of Dynamic Batching is to bundle together large groups of simple meshes and push them through the rendering system as if it was a single mesh. Only meshes that are currently visible in the Camera view are candidates for Dynamic Batching, which means that most of the batching work is accomplished at runtime, rather than pre-calculated. This means that the objects that are batched together will vary from frame to frame. Hence, the name "Dynamic" Batching.

If we return to the Player Settings page and enable Dynamic Batching, we should see that the number of batches drops from nine down to six. Dynamic Batching is automatically recognizing that our objects share Material and mesh information and can combine them into a single batch for processing. This is a decent CPU cost-savings technique and reduces the likelihood that our game with be CPU-bound, since it frees up more time for other tasks, such as AI and Physics processing.

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