Drawcalls go up with the latest version of Unity 4.6 (4.6.4p2)

Hi,

I’ve just release a game on Steam with Unity 4.6.2f1, drawcalls where acceptable.

I’m working on the mobile version of this game.
So I upgraded to the latest version of Unity 4.6 : Unity 4.6.4p2 and drawcalls exploded.

I show you a representative part of my problem :

I have 1 Camera, 1 Canvas

I Render only that :

2068202--134925--upload_2015-4-14_17-17-45.png

My Hierarchy :

2068202--134926--upload_2015-4-14_17-18-26.png

Cases contains only that :

2068202--134927--upload_2015-4-14_17-20-57.png

Leds contains only that :

2068202--134928--upload_2015-4-14_17-21-20.png

Unity 4.6.2f1 : 4 Drawcalls

Unity 4.6.4p2 : 40 Drawcalls

If I set led’s Source Image to None, drawcalls go down to 4 but I have glitch (which I don’t have in 4.6.2f1)
There are problems with overlapped images on the latest version.

With the new version, I have drawcall problem everywhere in the game now, but i need the new version for the iOS build (il2cpp).

On my example I have shown you, I’ll change the background image to avoid Case objects.

Do you have tips, advices or clear explanations why my drawcalls goes up in 2 months updates?

#geff

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I’d log that as a bug using the Unity bug reporter in the editor. There weren’t any significant changes in the UI source for this, so it must be an editor regression issue. Thoughts @phil-Unity @Aras

Just one after thought. Might the above control not be easier to update to use a single image for the Cells/cases (tiled image maybe) with a background slider (set in to stepped mode) for the LED’s to achieve the same effect.

does mobile platform have draw call batching enabled in player settings?

Indeed, to avoid drawcalls, I deleted the “Cases” and painted a black square on my texture

Static and Dynamic batching are checked.

I have another example :

1 Canvas, 1 Camera

I render only that :

2069351--135006--upload_2015-4-15_11-59-20.png

It’s a popup with a scrollrect.

Hierarchy :

2069351--135007--upload_2015-4-15_12-0-49.png

Unity 4.6.2f1 : 21 draw calls
Unity 4.6.4p2 : 77 draw calls

If I disable Text component on TechnologyBar > Name I get :

Unity 4.6.2f1 : 19 draw calls
Unity 4.6.4p2 : 60 draw calls

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File a bug as this would possibly be a regression :slight_smile:

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Have you news about this case ? (what about 4.6.4p4)
Have you tried to remove scrollrect in your last example ?

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Seems to be broken still in 4.6.4p4. Did you file a bug, @geff ?

Just confirmed this myself on 4.6.4p4. UI batching completely broken. We were stuck using 4.6.3f1 for months because InputField was broken on Android ever since until 4.6.4p4, and now that we were finally able to update, there’s this blocker.

I guess it’s back to 4.6.3f1 again. I hope they’d fix this soon, but the way it’s been with UI fixes and 4.6 lately, I’m not expecting much. I reported a bug from 4.6.4, but since this doesn’t happen in Unity 5, I guess the reports are pretty much ignored.

I’ve tested too, same results, between 200 and 300% more draw calls

Hi guys,

i’ve submitted a bug : http://fogbugz.unity3d.com/default.asp?689600_726tm212p4rd796e

It seems that when Images (UI) are overlapping, draw calls goes up.

Reported a bug too. Not fixed in 4.6.5f1, but I guess it’s basically the same as 4.6.4p4.

There’s now been a blocker level UI bug in every patch/release since 4.6.3 (InputField not working on Android, disabled UI items blocking raycasts, UI image draw calls not batching). I really hope they’re working on this, since I got a deadline coming up and I’m getting a bit worried with the way things have been going lately.

Any word on this @Tim-C @phil-Unity @runevision ?

5 Likes

We have the absolute same problem with 4.6.5. I hope it will get fixed before we release our update in two weeks.

So, not fixed in 4.6.5p1. But apparently something’s been done, since now UI objects are no longer visible in scene view…

5.0.1p4 also has the invisible UI objects in scene view, yeah!

So the invisible UI objects will be fixed (at least for 5.x, hopefully 4.6.x too). How about the badly broken UI batching? Can you poke the relevant folks, @superpig ?

Has anyone confirmed whether the issue is or isn’t present in the latest 5.1 beta release? It’d help me to know whether this is a “already fixed but needs backporting” vs a “nobody has fixed it anywhere yet” situation.

AFAIK the broken batching only happens in 4.6, not in 5, so I would guess it’s a “they only broke in 4.6 and never fixed it anywhere” situation.

Edit: Actually nope, this does happen in 5.1.0b6 at least in some way!

1 Like

Here’s some screenshots from 5.1.0b6. I just have a panel with gridlayout, containing panels with an image on top. I’ve duplicated the inner panel multiple times in these screenshots.

Batches 3, saved by batching 0

Batches 9, saved by batching 0

Batches 9 (doesn’t increase after this), saved by batching 0

Edit: I also reported a bug with 5.1.0b6, case 696334.

3 Likes

Soooooo, this is still not fixed in 4.6.5p2.