Unity3 beta and iphone optimization

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!

GUI things don’t batch (neither gui.xxx nor guixxx), if you want batching you still need an own thing.

batching works similar but the performance is no longer the same, even with less batching its higher now.
also, animated objects no longer batch but that has not nearly the same impact as on unity iOS 1.7

ah, I see…
thanx for that info; was really helpful!