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Unity 2017 Game Optimization

You're reading from   Unity 2017 Game Optimization Optimize all aspects of Unity performance

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Product type Paperback
Published in Nov 2017
Publisher
ISBN-13 9781788392365
Length 376 pages
Edition 2nd 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

Preface 1. Pursuing Performance Problems FREE CHAPTER 2. Scripting Strategies 3. The Benefits of Batching 4. Kickstart Your Art 5. Faster Physics 6. Dynamic Graphics 7. Virtual Velocity and Augmented Acceleration 8. Masterful Memory Management 9. Tactical Tips and Tricks

Static Batching


Unity offers a second batching mechanism through Static Batching. This batching feature is similar to Dynamic Batching in a couple of ways, such as which objects are batched is determined at runtime based on what's visible to the Camera, and the contents of these batches will vary from frame to frame. However, there is one very important difference: it only works on objects that are marked Static, hence the name Static Batching.

The Static Batching system has its own set of requirements:

  • As the name implies, the meshes must be flagged as Static (specifically, Batching Static)
  • Additional memory must be set aside for each mesh being statically batched
  • There is an upper limit on the number of vertices that can be combined in a static batch that varies per Graphics API and platform, which is around 32k-64k vertices (check out the documentation/aforementioned blog post for specifics)
  • The mesh instances can come from any source mesh, but they must share the same Material reference

Let...

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