You can refer the following link for in depth details: If textures do not pack into one atlas, they are further divided into subpages. This will result in multiple textures packed into single sheet (Atlas) according to the Packing Tags.Īs seen in the picture above atlas can be selected by the drop down menu. Sprite Packer can be seen in the picture below: Step 3) Open Sprite Packer window and perform packing Step 2) Give a Packing Tag as shown in the picture below:įor my demo, I named it MainScreen, you can name it as per your requirements. Ideally for UI, you should pack all the elements of a single screen together in a single sheet. Step 1) Select all those sprites that you want to pack in together Let us see how this will help reduce our draw calls. So now we will pack multiple sprites used in the demo into a single atlas. Unity provides a Sprite Packer utility to automate the process of generating atlases from the individual sprite textures." "For optimal performance, it is best to pack graphics from several sprite textures tightly together within a single texture known as an atlas. OH… I GET IT NOW, DRAW CALLS ARE TO BLAME!įortunately, there is an inbuilt tool in Unity known as Sprite Packer that comes to our rescue! The number of Draw Calls required to severely impact performance depends heavily on the hardware in use, and everything else that is being done every frame. ![]() If your frame rate is fine, there is no need to worry about Craw Calls. While Draw Calls can be a big bottleneck! Remember that frame rate is the king!! While mobile devices can handle around 40 to 60 Draw Calls and for latest mobile devices you can go up to 120 to 160 Draw Calls." "A modern desktop game can handle approximately 500-5,000 draw calls per frame. So obviously reducing them will in turn reduce overhead for the GPU. Imagine number of Draw Calls that will be made at each frame having thousands of meshes. Now just imagine how many Draw Calls will it take while developing an actual game? Even though it is a simple UI, it is taking around 10 Draw Calls to draw the complete screen. OKAY! I CAN SEE A FEW DRAW CALLS, WHY SHOULD I CARE?Īs I said before, it depends on your hardware that you are targeting. You can scroll through each Draw Call to see how each call generated the resulting screen. In my case, it was 10 batches, and you might see different number of batches depending upon your screen. On clicking enable the frame will be paused and will show number of batches required to draw our screen. So let’s analyze draw calls by clicking “Enable” button of frame debugger As well as listing the draw calls, the debugger also lets you step through them one-by-one so you can see in great detail how the scene is constructed from its graphical elements.”įor deeper understanding of Frame Debugger you can check following link: “The Frame Debugger lets you freeze playback for a running game on a particular frame and view the individual draw calls that are used to render that frame. It is only available in unity 5.0 and above. Rendering is basically doing an immense number of small tasks such as calculate something for thousands of vertices and painting millions of pixels on a screen. ![]() The command only points to a mesh which shall be rendered/Drawn and doesn’t contain any material information (bear with me for a while, things will be easier moving forward, I promise :D)Īfter the command is given, the GPU takes the render state values (material, textures, shaders etc…) and all the vertex data to convert this information via some code magic into (hopefully) beautiful pixels on your screen. So before we move ahead, let’s understand what are Draw Calls?Ī Draw Call is nothing but a command! Draw call commands are given by CPU to GPU, to render a mesh. I would rather say it’s more of a negligence rather than a mistake The key negligence of Draw Calls! Here we will try to minimize this difficult phase and work on one common mistake we make. ![]() ![]() We would try profiling, new graphics, graphics compression, new code and what not? Thus, end up losing a lot of valuable time and hence cost! Finally, at the end, we try finishing up with some weird solution or giving up on key features. Let’s face it we all come across these issues at some stage of our game development. Why is my phone heating up while playing my game? Why is battery draining so fast while playing my game? I have compressed all my Textures and Sprites! It still lags! Why is the transition between screens so slow? Latest Optimization Initiative for Unity GamesĮven though the graphics are so simple, why does my game lag so much?.If you would like to learn how to optimize your games, you can check out this blog post: This blog post is part of our ongoing Latest Optimization Initiative for Unity Games.
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