I have a skinned character that i have optimized down to one drawcall but when it is instanced into a scene it increases to 3 drawcalls. Anyone else run into this or know why?
thanks…
I have a skinned character that i have optimized down to one drawcall but when it is instanced into a scene it increases to 3 drawcalls. Anyone else run into this or know why?
thanks…
Amount of drawcalls is also multiplied by the number of passes in your shader.
i’m using one shader for the character and i’m only getting one drawcall but i’m testing it in a scene without lights. the scene that it is spawning into has 2 directional lights and a point light. Would that be the source of the extra drawcalls?
thanks
yupp it would
Not on the iPhone it wouldn’t, because you don’t have pixel lights there, and vertex lights don’t increase draw calls. Although if you’re using pixel lights in the editor, the draw call stats are not going to accurately reflect what’s happening on the device anyway.
–Eric
So basically yes it would as Unity iPhone still places lights with Auto instead of Enforce Vertex and we are talking about the Editor Stats
Though the question is if the statement holds true on the device for shaders that use vertex colors, cause if they use vertex colors, usage of vertex lights would require a dublicate of the geometry for the lights.
So should i just not worry about it or is there a way to see what’s actually happening on on the device?
yupp enable the profiler in the xcode project and check the gdb console in the “debug mode” of xcode
ok, thanks again for the help…