Since I had too many drawcalls I decided to merge my 5 textures to a single texture atlas (1024x1024), forcing me to use Mesh.UV instead of mainTextureOffset…
Unfortunately modifying UVs seems a heavy work for CPU(or GPU?) as inside the editor I noticed an enormous difference of 400fps(compared toprevious 800)…
Isn’t a bit strange for 84 vertex mesh only?(I update every FixedUpdate)
How big will be the performance impact on the Iphone?
Should I go for 15 drawcalls and no Mesh.UV changes instead as it was before?..at the moment I have 1 drawcall only…![]()
So long as you’re not allocating variables on the fly, it shouldn’t be too expensive at all. The key is to cache all your variables and re-use.