Hi I’ve developed a simple Cube based benchmark called Cubemark in Unity and I also made a simple Quad based version. The problem is I have now combined them into one web app and now there is a stark difference in performance (see) below in the number of Quads and the number of Cubes Unity can display.
Quads: 10290
Cubes: 20420
The Quads are a 4 point, 2 triangle Quad created in Blender ( Add Cube, Chop off top).
The Cubes are the default Unity Cubes.
I’m looking into it but any ideas why this might be the case?
I’ve got it I’m using StaticBatchingUtility.Combine to improve performance which works fine on the Cubes as it massively reduces the drawcalls but fails on Quads. Think I’ve got it still not getting comparable results Quads only up to 14k?
Did you optimize the mesh to make triangle strips? It would be interesting to know if cubes actually are faster than a custom quad mesh because that might provide a big speed boost to 2d games.