Which method of drawing meshes is less resource intensive: A single GameObject calling DrawMesh() several times per update, or several GameObjects using MeshRenderers? I’m going to be rendering several instances of the same mesh with different materials, but I don’t know for sure which of these two approaches is ideal, given my scenario.
I’m not sure. I found:
Which has a lot of interresting topics being discussed. You should look into whether the main discussed problem has been resolved, and if so how, too. If applicable, you could also try DrawMeshInstanced.
However, it should not be a huge effort to set up a test scenario close to what you need to compare the both variants as close to your actual use case as possible. What is better for one situation might not be better for a slighting different situation sometimes. I would just test it out tbh.
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