100 animated enemies == 400 draw calls?


I’m making an RPG and I noticed that when I have 100 enemies on screen the draw calls go up to 400, maybe 450. The performance is so-so, and I’m not sure if that many draw calls are ok.

I read the docs about draw calls optimization and I don’t know if I can take advantage of batching. Right now they all share the same material, but they can’t be grouped because they need to move independently. They are all animated skinned meshes.

So is there anything I can do to reduce the number of draw calls, or the CPU overhead in general?

Can you actually engage with all them at once?

If not…

Make a limit on the number of them in the scene, or perhaps only allow them to spawn if you are within a reasonable distance?

Not really an Answer More a suggestion or thought srry:) Good Luck finding an answer.