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Batching - best way to manage many animated units on screen at the same time

Discussion in 'General Graphics' started by mrCharli3, Dec 16, 2019.

  1. mrCharli3

    mrCharli3

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    Mar 22, 2017
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    I am running into some issues since SkinnedMeshRenderers cannot be batched, and my animated units are all using SkinnedMeshRenderers.

    I am building an RTS where up to 1000 units can be on screen at once. Is there any smart way to deal with this so that rendering doesnt take up 30-40% of my CPU.
     
  2. BrandyStarbrite

    BrandyStarbrite

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    Aug 4, 2013
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    Okay. So I guess your game, has alot of humanoid characters with bones.

    Question: Are you using ragdoll physics, for each individual character? Because if you are, then that might use up alot of cpu processing.
     
    Last edited: Jul 24, 2020
  3. mrCharli3

    mrCharli3

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  4. BrandyStarbrite

    BrandyStarbrite

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