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Changing camera FOV breaks static batching

Discussion in 'Editor & General Support' started by vicour, Nov 7, 2012.

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  1. vicour

    vicour

    Joined:
    Feb 29, 2012
    Posts:
    13
    All-

    We have a game we are working on where the user is looking through a first person camera trying to find objects in the scene. We use zoom controls to let the user zoom in to certain areas by changing the fov values on the camera. (zoom in / out buttons, scripts that change camera fov)

    The problem is, static batching appears to break completely when the user uses the zoom buttons. If we never use zoom, and the camera fov never changes, batching works perfectly. If we use zoom, the draw calls go through the roof and the stats show that every single object is now its own draw call.

    Has anyone else experienced this? This is crippling us at the moment and preventing app store submissions.
     
  2. Gua

    Gua

    Joined:
    Oct 29, 2012
    Posts:
    455
    When I reduce fov (use scope on rifle in my game). Batch.DrawStatic starts to consume a lot more milliseconds which leads to noticeable decrease in performance. Which is insane, cause when I zoomed it, there's less drawcalls and polygons that is being rendered.
     
  3. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,469
    Hijacking some random ten-year-old one-post thread in order to vaguely describe an issue is even more insane.

    Please start your own post and fully describe your problem, as none of us can read your mind.

    When you make your own post, remember this:

    How to report your problem productively in the Unity3D forums:

    http://plbm.com/?p=220

    This is the bare minimum of information to report:

    - what you want
    - what you tried
    - what you expected to happen
    - links to documentation you used to cross-check your work (CRITICAL!!!)
    - what actually happened, especially any errors you see

    If you post a code snippet, ALWAYS USE CODE TAGS:

    How to use code tags: https://forum.unity.com/threads/using-code-tags-properly.143875/

    You must find a way to get the information you need in order to reason about what the problem is.

    What is often happening in these cases is one of the following:

    - the code you think is executing is not actually executing at all
    - the code is executing far EARLIER or LATER than you think
    - the code is executing far LESS OFTEN than you think
    - the code is executing far MORE OFTEN than you think
    - the code is executing on another GameObject than you think it is
    - you're getting an error or warning and you haven't noticed it in the console window

    To help gain more insight into your problem, I recommend liberally sprinkling Debug.Log() statements through your code to display information in realtime.

    Doing this should help you answer these types of questions:

    - is this code even running? which parts are running? how often does it run? what order does it run in?
    - what are the values of the variables involved? Are they initialized? Are the values reasonable?
    - are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

    Knowing this information will help you reason about the behavior you are seeing.

    If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

    You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

    You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

    You could also just display various important quantities in UI Text elements to watch them change as you play the game.

    If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer or iOS: https://forum.unity.com/threads/how-to-capturing-device-logs-on-ios.529920/ or this answer for Android: https://forum.unity.com/threads/how-to-capturing-device-logs-on-android.528680/

    Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

    Here's an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

    https://forum.unity.com/threads/coroutine-missing-hint-and-error.1103197/#post-7100494
     
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