I'm trying to reduce Draw Calls in an arcade-style bowling game, and have hit a wall with the pins. My game actually features 100 pins per level (all 10 frames), so, uncombined, we're talking about 100 (x2 materials) draw calls for the same simple pin mesh.
To keep things clean, I have 10 Master Pins which instantiate 9 Slave Pins each at start up. This works fine except for the excessive Draw Calls. I have tried making the slave pins children of the master and using CombineChildren, but this makes them share the master pin transform, and I need them to keep independent transforms so they can move freely when struck by the ball or other pins.
I'm not sure, but I THINK CombineMeshes will leave me with the same problem.
Thoughts? Thanks!
I found this good answer about optimization. http://answers.unity3d.com/questions/7247/whats-the-best-way-to-reduce-draw-calls
– MortennobelYeah, good call on the combining the pin materials at least. An obvious oversight on my part.
– anon3867069