Unity: Difference between revisions
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If you need multiple instances of the same object, make sure that the material is instanced so that all objects only consume one draw call.<br> | If you need multiple instances of the same object, make sure that the material is instanced so that all objects only consume one draw call.<br> | ||
See [https://docs.unity3d.com/Manual/GPUInstancing.html Unity: GPUInstancing].<br> | See [https://docs.unity3d.com/Manual/GPUInstancing.html Unity: GPUInstancing].<br> | ||
Do not attach scripts to thousands of objects. Instead use one script | Do not attach scripts to thousands of objects. Instead use one script to control all instanced objects.<br> | ||
====Merging Meshes==== | ====Merging Meshes==== | ||
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Be aware of the limitations of using a single draw call though; transparency can become tricky. | Be aware of the limitations of using a single draw call though; transparency can become tricky. | ||
After merging a mesh, you can use a compute shader to animate and move the objects instead of using Unity scripts. | |||
The compute shader edits a single compute buffer which can be read by your vertex or geometry shader without passing data back to the CPU. | The compute shader edits a single compute buffer which can be read by your vertex or geometry shader without passing data back to the CPU. | ||