Search Unity

Optimizing Drawcall of UGUI for mobile

Discussion in 'UGUI & TextMesh Pro' started by lyh1, Jul 8, 2017.

  1. lyh1

    lyh1

    Joined:
    Jun 30, 2010
    Posts:
    92
    I am stuck on reducing draw call under 100 for Gear VR,
    and I found each GUI element consume 1 drawcall is killing performance.
    When I step in to the frame debug it say it cant batch anything.Reason is objects have different materialpropertyblock set.
    I make sure they use single material and in sprite packer they are in one atlas.
    I am using unity3d 5.6.2p1.

    In worst case I can make a 3D object with single UV and a atlas contain all UI.
    But doing such will make things complex when I need to update the UI.
     

    Attached Files:

    • gui.PNG
      gui.PNG
      File size:
      122.1 KB
      Views:
      805