Buy on Asset Store SpriteSharp is an efficient solution for generating better meshes for sprites, helping reduce your 2D scene total polygon count, draw call amount, overdraw and CPU load. While Unity itself is capable of doing this, the possibilities are limited. There are no options to tweak to get the best possible performance, and sometimes meshes generated by Unity are so suboptimal you have to revert back to using Full Rect quads, losing the overdraw improvement. This is why SpriteSharp was invented. It extends built-in Unity sprite mesh generation with various tweakable options, allowing you to get the best performance out of your 2D game. It is especially useful when working on complex scenes and developing for mobile platforms, where overdraw is often a problem. Free evaluation version is available upon request. Just a few more points: If you are drawing a lot of sprites, the difference between 1000 and 100 triangles per sprite is going to end up a big deal. Objects with SpriteRenderer are only batched up to a certain amount of triangles, and the limit of triangles per batch is around 700. This is because sprites are batched on the CPU, and doing that has a slight overhead. Therefore, decreasing the polygon count also decreases the amount of draw calls and offloads the CPU for more interesting work, like running your game scripts. Unity has no prior knowledge about how sprites will be scaled in the scene. There is no point of making highly-tesselated mesh for an object that takes a small area on the screen. That's why manual control is needed. Unity 5.1 and newer is supported, both Personal and Pro. Spoiler: More comparison images!