How to optimize the large environments in Unity ECS for mobile devices

I am currently using ECS for my multiplayer shooter game with NetCode for Entities, targeting iOS and Android mobile devices. I have a large environment running in the gameplay sub-scene.

In an attempt to optimize performance, I tried combining meshes to reduce the batch count. However, this didn’t significantly improve performance on iOS. In fact, in some areas of the environment, the FPS dropped.

What optimization techniques can I use to reduce the tris and verts count?

Did you profile the application?

You need to know whether you are CPU or GPU bound, and if so, what area specifically.

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If you are certain this is the issue, the answer is LODs.