Can we have Graphics.DrawMeshPersistent() ?

to improve drawing many objects with dynamic batching…
sounds still useful, unless there are already other options?

From @jbooth_1 unity 2017 talk,

These days instancing is available on all modern hardware, so that would be the better route.

1 Like

There are also indirect draw calls and batch render group .

1 Like

ok good to know!

just wondering on that “persistent”-part, is there something similar to that too? (upload once, draw forever : )

just adding this here as side-reference also,

I think with BRG, you only have to set up the draw calls once if there is no change but I’ve never used them.
Similarly, the arguments compute buffer for indirect draw calls only needs to be filled once if there is no change.

Culling is what usually causes changes, though.