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Unity 5.x Cookbook

You're reading from   Unity 5.x Cookbook More than 100 solutions to build amazing 2D and 3D games with Unity

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Product type Paperback
Published in Oct 2015
Publisher Packt
ISBN-13 9781784391362
Length 570 pages
Edition 1st Edition
Languages
Tools
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Toc

Table of Contents (14) Chapters Close

Preface 1. Core UI – Messages, Menus, Scores, and Timers FREE CHAPTER 2. Inventory GUIs 3. 2D Animation 4. Creating Maps and Materials 5. Using Cameras 6. Lights and Effects 7. Controlling 3D Animations 8. Positions, Movement and Navigation for Character GameObjects 9. Playing and Manipulating Sounds 10. Working with External Resource Files and Devices 11. Improving Games with Extra Features and Optimization 12. Editor Extensions Index

Improving performance through reduced draw calls by designing for draw call batching

Optimization principal 5: Minimize the number of draw calls.

One way to minimize draw calls is by prioritizing design decisions to qualify objects for Unity's Static and Dynamic draw call batching.

The more CPU-efficient batching method is Unity's static batching. It allows reduction of draw calls for any sized geometry. If that is not possible, then the next best thing is dynamic batching, which again allows Unity to process together several moving objects in a single draw call.

Note that there is a cost—batching uses memory, and static batching uses more memory than dynamic memory. So, you can improve performance with batching, but you'll be increasing the scene's memory "footprint." As always, use memory and performance profiling to evaluate which use of techniques is best for your game and its intended deployment device.

How to do it...

In this section, we will learn...

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