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Inaccurate Draw Call readings?

Discussion in 'Editor & General Support' started by LostRelicGames, Nov 7, 2014.

  1. LostRelicGames

    LostRelicGames

    Joined:
    Aug 11, 2013
    Posts:
    34
    During optimization of a 2D game, I found that I had really high Draw Call readings, (over 100), even though my assets are mainly Sprite Sheet based (3 or so 1024x1024 atlasses, and a handful of individual textures).

    I have done a simple test by creating a new scene, and dropping a single sprite into the scene, (sprite has an edge collider). Stats panel is showing 14 draw calls!

    Sometimes when you zoom the editor window, the draw calls change even though the game view is not changing, this makes no sense at all to me.

    Are the draw call stats in Unity accurate when dealing with 2D sprites? Any tricks to get accurate readings?
    (i noticed that clicking out of the editor and clicking the game view changes the draw calls also).
     

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  2. LostRelicGames

    LostRelicGames

    Joined:
    Aug 11, 2013
    Posts:
    34
    I discovered that the initial high reading (over 100 calls ) was possibly being caused by having the 'gizmos' button toggled on.
    turning it off the draw calls dropped to less than 10 which is satisfactory.
    However, it still feels that there are some general querks with the readouts. :/
     
  3. AlkisFortuneFish

    AlkisFortuneFish

    Joined:
    Apr 26, 2013
    Posts:
    958
    Gizmos are counted by the draw call count. In general, unless you have Pro and can delve into the profiler to see what is actually being drawn, the best way to get draw call counts is to actually so a stand-alone build.