I am experiencing another Speed Tree bug, I built my project to my iPhone 6s, and not only am I having the issue with the billboard scaling, but in the middle of the transition the tree glitches out super strangely… I will attach a screenshot. Could I get an official response on this? Is it a known bug?
One more question, are all the billboards for one type of tree meant to batch into 1 drawcall/batch… I have 3 types of trees, probably about 50 of them each, all are billboards, and i’m getting around 15-20 drawcalls. Shouldn’t it just be 3? Is this also a bug? Is there a way to improve this?
Thanks!
Sorry please let me know the case number of your first issue.
For the billboard batching, since Unity has other kind of batching criteria (like depth bucketing) it is not always perfectly batched together by billboard type. It seems to me that 15 drawcalls is not too bad. Reducing it to 3 probably won’t give you much performance boost.
Also, if you have more issues please report them with a repro. If it’s urgent please DM me and attach the repro to your original case. Bug fixes are always of top priority, but we also have features to work on and can’t really dive into debugging just by guessing what scene setup could probably reproduce your case…
Hey Zeroyao, I really appreciate the response. When trying to keep our games running on older phones, 15-20 drawcalls for trees is a lot unfortunately. Even though it is not a lot, if there was a way to improve it, that would be amazing. Also, that sounds good, I will report the bugs, and if I find something urgent, I will send you a DM.