Hi all
when using unity 1.7 one should try and use few materials with texture atlases in order to have dynamic batching save draw calls.
Also gui texts don’t batch and require their own workarounds (3d text objects etc).
As I’m currently porting a small game I made with unity for PC to the iphone, I wonder if these optimization guidelines are still valid for unity3. I tried out the beta, but currently the draw call number display in the editor seems to be buggy, so I can’t really see what optimization works and what not…
So, is any information out there about how to optimize for iphone with unity3? i.e.
- will draw call batching work the same way as in 1.7 (or is maybe the draw call number no longer a limiting factor?)
- will GUIText and GUITexture elements perhaps batch in unity3?
thanks in advance for your help!