I was curious how a scene with no objects, nothing but a camera and a light, has 1.7k tris showing up in stats during editor play testing. This scene has no meshes yet. It seems that the skybox is 1.7k Tris and 5k vertices, because it drops to zero when using camera set to clear to “Solid Color”
I am building a mobile app and trying to minimize tri and vertices at this time.
The numbers seem very high for a giant box, I am certain there is something I don’t understand that is going on here.
Is there a way to lower these counts for the skybox?
Unity’s default procedural skybox shader makes use of a specially pre-tessellated sphere to do some of the more expensive calculations. For mobile you may want to avoid using Unity’s procedural sky shader and use a more traditional cubemap based on. Even if you do use a skybox that’s just a cubemap it still appears to use this sphere mesh though, so if you want to completely avoid those draw calls you’ll need to render the skybox manually rather than set one in the lighting panel.
Thank you for the response, that sounds like a good solution if the need arises. I appreciate the time you took to read and reply.
My game runs at 60fps on android mobile, with 38k tris and 48 set pass calls. It hits 700-1000 FPS on a desktop. It is running very smooth and is a high speed game, so I don’t even know if I need to optimize and do any deep profile improvements if there are no game play issues. This is all new to me. I look at the profiler and have read so many pages and watched videos on profiling, and nobody seem to give any thresholds, such as “more than 30 set pass calls for mobile” is too much, and scripts need to be optimized. The only thresholds I have run into is 100k tris for mobile, and a target of 60 fps. Thanks again!