Optimizing a scene with lots of identical low poly meshes

Hi,

I’ve got a scene using URP with thousands of identical meshes, made of 20 vertices/10 triangles. I’ve found on this page - Unity - Manual: GPU instancing - that GPU instancing is counterproductive with low poly objects.

The given advice on this page is

How does one set up a single buffer. I have no idea where to start.

Thanks for your help.

This might help as grass might be similar: https://www.youtube.com/playlist?list=PLUKV95Q13e_U7nZFPIpiG9-z_3BdWcCOA

Thanks DevDunk. Although I understand what’s described in the video, I still don’t know where to start to implement it.

You can do mesh combining, combine grass into batches, don’t combine it all into one.
Combine close ones into one mesh, and repeat.

There’s an asset that does this automatically, cell-based mesh combine: Mesh Combine Studio 2 | Modeling | Unity Asset Store

If you have wind, and you’re using pivot for wind, combining meshes might cause issues.
You’ll have to change how you do it if that’s the case.

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