I am doing a game for my final year project. The game so far is very successful, except for the latency issue. When i do a profiler build, I notice the camera renderer takes up around 50 to 85% of the cpu usage. I had compressed my texture to 512 size. I having multiple of fbx objects, they are all required for the decoration of the scene. I am quite confuse in what to do next…
Drawcalls can take a lot of cpu time.
Make sure to set everything that will not move to batching static and enable static batching in the player settings.
That will help to reduce the number of drawcalls.
I will give a try on tomorrow morning. Thanks!!