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Android culling performance?

Discussion in 'Android' started by o1o101, Oct 23, 2016.

  1. o1o101

    o1o101

    Joined:
    Jan 19, 2014
    Posts:
    639
    Is there a known bug in Unity 5.4 with Android culling performance? We have lots of non terrain trees(thousands) However they are batched billboards, not taking very many tris, or drawcalls. But when we profile the game, it seems culling is taking about 30% of the CPU usage! Is this normal? Does anyone else get this?

    Thanks!