I have a hughe performance impact on Mac using terrain and grass-details.
As soon as I paint grass the drawcalls quickly get into some thousands:
Each grass object makes one drawcall.
Saved by bachting in stats is zero.
Doing excactly the same steps on windows only creates approx 215 drawcalls.
Saved by bachting in stats is zero.
I´m using 4.1.2f1 on both mashines.
Whats going on there???
Are the grass objects static? And did you maybe disable dynamic batching in your settings? And are you working with occlusion culling?
My best guess would be that dynamic batching is turned off.
???
Grassobjects can´t be manually set to static, they are automatically calculated by the terrain engine
(this is the point where I expect a bug).
Batching in the settings does not influence terrain-objects.
No occlusion culling!
If you want to optimize draw calls with terrains take a look here:
http://forum.unity3d.com/threads/123282-T4M-Black-Edition
Stephan
I don’t see that at all…painting a bunch of grass gets me 33 draw calls.
–Eric
See the attached image and the drawcalls.
Eric, would you please have a look at my tiny testproject?
There must be a problem somewhere:
https://dl.dropboxusercontent.com/u/1040921/CarstensTerrain.unitypackage
EDIT: Sorry the package is empty yet, will try to fix it
Still I get these thousands of drawcalls!
Please check out this little testscene:
https://dl.dropboxusercontent.com/u/1040921/TerrainDrawcalls.unitypackage
Where´s my problem?
Your terrain is far too small with far too high-resolution details, so the grass is insanely dense.
–Eric