I have a game which many 2d objects with sprite render - about 200-300.
And the CPU is very high (about 65% goes to Render Transparent Geometry)
Fps looks bad and the android mobile is hot.
the draw call (set pass call) is about 140-160
the game object is difficult to reduce because due to game play’s design.
Is there any possible way to reduce this cpu usage for better fps?
Depending on the type of game I would also consider disabling mip maps & setting the filter mode to Point(no filter) in a vast majority of the sprites.
It is 2D pixel games using SpriteRender and Unity UI.
We have already disabled mip maps and set the filter mode to Point for some items. (some cannot be set).
Hmmmm, do you have a lot of gameObjects with their scale changed (different than (1,1,1)) if so, it´s better to have the pixels to units changed on the proyect (if different instances of a sprite have different scales they cant be batched).
Do you notice any loss of quality in the artwork if you shrink it to a lower resolution? (on mobile that is your target platform)
Did you check Edit> Proyect Settings > Quality? Be sure to be using the right one for android (I usually go for a modified fastest)
Have you tried usinng the spritepacker? It should be the same as sprite atlases tho,
Are your atlases done in order to not to have sprites that wont be used in the scene?