I’ve been running tests on a little TD game I’m making and I’ve come across a rather alarming problem. I can not account for the number of verts being drawn by a huge margin and its killing my performance. My level is made up of a 30 x 30 grid of hex tiles, each tile is 30 verts, for a total of 27,000. There are some defense towers, enemies, and terrain objects in there, but they are all pretty basic place holders and only account for maybe a few tens of thousands even when there are tons of them on the screen. So even with the screen heavily populated, I can account for maybe 60,000 verts. Stats are showing 200,000 - 300,000. Any ideas?
Many shaders or lightning settings cause objects to be rendered multiple times. Use only simple Vertex Lit Shader, turn off shadows and make sure to have no multi-material meshes and you should see the expected vertex count