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Resolved Batching/Saved by #s for Individual Mode Tilemaps vs. SpriteRenderers very different

Discussion in '2D Experimental Preview' started by Lo-renzo, Feb 10, 2020.

  1. Lo-renzo

    Lo-renzo

    Joined:
    Apr 8, 2018
    Posts:
    1,530
    Is this supposed to be the case? In the gif, when most trees are slightly shorter, it's showing only the Individual Mode Tilemap. When the trees are always taller it's using GameObjects with SpriteRenderers.

    Batching.gif

    Results
    Individual Tilemap - 2350 saved by batching, 13 batches
    SpriteRenderers - 428 saved by batching, 10 batches

    These trees are fairly sparse, and the results are even more dramatic when there's a higher density of objects on the tilemap. There's clearly a lot of stuff out-of-view being included in the batching number when using Individual Mode Tilemaps.

    edit
    THANK YOU : https://unity3d.com/unity/beta/2020.2.0b5
    • 2D: Cull individual Sprites in TilemapRenderer Individual mode instead of using chunk culling.
    • 2D: Improved performance of TilemapRenderer Individual mode
     
    Last edited: Oct 1, 2020