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Question GPU instancing only instancing some of the meshes

Discussion in 'Universal Render Pipeline' started by CrovaxBG, Jan 5, 2023.

  1. CrovaxBG

    CrovaxBG

    Joined:
    May 28, 2016
    Posts:
    5
    Hi,

    I'm struggling to understand why does my Frame Debugger breakdown looks so inefficient: Screenshot_1.png

    All of those Box001 meshes are the same with the same material, with no differences in the transform scale, they are relatively small about 120 tris / 80 vertices. As you can see they are being instanced on and off, the only ones that are actually good batches are the first and last one where 30 and 40 instances are grouped. The other ones are either single meshes or 2-3. What is the reason they're not all done in just a couple batches?

    I have both Dynamic batching and GPU instancing enabled.

    Version: Unity 2021.2.19f1 - URP
     
    jimmy6dof likes this.