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CommandBuffers

Discussion in 'General Graphics' started by DavidSWu, Jan 2, 2019.

  1. DavidSWu

    DavidSWu

    Joined:
    Jun 20, 2016
    Posts:
    183
    Are command buffers natively compiled in Unity on Android GLES 3.0?
    On consoles, we make extensive use of command buffers when rendering so that rendering is just a case of linking the correct buffers and writing to buffers (for things like moving/animating objects).
    I don't see anyone doing this much in Unity, and before I start I would like to know if anyone has insight into it.

    For example, with DrawMeshInstanced on static objects, we have to copy the transforms each frame and unity has to do all of the render state setup on the CPU.
    With a CommandBuffer it should just be a matter of culling and conditionally including the command buffer.
    We cannot use DrawMeshInstancedIndirect because we are targeting GLES 3.0 (Android) and that requires compute buffers.

    Thanks,

    David