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Enabling batching to reduce draw calls

From: Unity 4.3 Essential Training

Video: Enabling batching to reduce draw calls

Occlusion baking is a terrific way to save draw calls. Now, turn on static batching.

Enabling batching to reduce draw calls

Occluding out what we really can't see. Occlusion baking is a terrific way to save draw calls. I've gone through my scene, untagging objects that have transparent shaders to make the occlusion work a little more smoothly. I've turned off the screen and the window glass, as well as the railings from being static. And this way they occlude correctly. Or rather, we can see through them properly. Some buildings are more of a hit in draw calls than others, especially when they've got more windows in the outside. If we were doing this scene that was all concrete bunkers, for example, we'd get terrific occlusion curling but at the price of well, not too many windows.

So it's a tradeoff in here between the design of If we were doing this scene that was all concrete bunkers, for example, we'd the game and the amount of culling we can do. Keep this in mind, that if we can limit get terrific occlusion curling but at the price of well, not too many windows. down the view in any chance in our game design. We should, because it provides a way to optimize performance. We should be able to do it through design, not merely a brute force approach of just putting a wall on. But instead thoughtfully thinking about how far we can see in the game as a method of designing our way out of excessive draw calls.

What we'll see is a lot of batching taking place. We should, because it provides a way to optimize performance. Now that we're dealing in occlusion culling. We should be able to do it through design, not And also, once we're batching our pre-fabs. merely a brute force approach of just putting a wall on. I'll choose Edit and Project Settings. But instead thoughtfully thinking about how far we can see in the Here in the Project Settings, you've got the different quality game as a method of designing our way out of excessive draw calls.

settings for our different components, such as physics and so on. What we'll see is a lot of batching taking place. I'll go under Player. And what we can see is when we Now that we're dealing in occlusion culling. scroll down here in the standalone under other settings. And also, once we're batching our pre-fabs. We have our static and dynamic batching. I'll choose Edit and Project Settings. I'll turn on static batching. Here in the Project Settings, you've got the different quality What this lets me do is take objects that are declared as prefabs and marked as static and batch them together to reduce draw calls. I'll take a look at it first, looking at the statistics in the game window, before I turn on static batching. In the game window, I'll make sure that statistics are up, clicking on statistics and maxing on play. I'll press Play and see how that looks. My game definitely looks better with the occlusion culling optimized. Right now I'm saving by batching at the most about 600 or so. It's still a lot of culls, but I can optimize it further. Now, turn on static batching. It'll take a minute. And then I'll have static batching in my game. I'll press Play again and we'll see how it looks. I'm still seeing about the same reduction, but it's definitely saving some draw culls the farther back I get and the more I see. Between the batching and the occlusion, we can save a lot of draw culls. This will change radically depending on where I go and what I see in here. We can see that I'm saving a lot of

draw calls by batching when I'm dealing in like objects. Between the batching and the occlusion, we can save a lot of draw culls. So obviously, this is situation specific. This will change radically depending on where I go and what I see in here. It depends on what we see and how many prefabs We can see that I'm saving a lot of are instanced through here versus how many unique objects we're seeing. That number changes radically when we get outside. There's more and more unique things visible, and we can really see where batching takes a hit in some places. This really starts to max out the batching. Where looking across the railings and the bridge here for example, we see a lot of the same kind of objects and we're able to batch a lot of them together. The scene is really starting to come together. And through some careful attention in how we're building, we can really economize how it's playing.

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This video is part of

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Unity 4.3 Essential Training

78 video lessons · 9223 viewers

Adam Crespi
Author

 
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  1. 2m 57s
    1. Welcome
      41s
    2. What you should know before watching this course
      52s
    3. Using the exercise files
      1m 24s
  2. 21m 21s
    1. Designing the game
      4m 39s
    2. Setting the project
      4m 9s
    3. Exploring the Hierarchy, Scene, and Inspector windows
      5m 45s
    4. Creating and transforming objects
      6m 48s
  3. 21m 34s
    1. Organizing the Assets window
      2m 55s
    2. Exporting objects from 3D modeling programs
      8m 33s
    3. Importing and configuring models and textures
      4m 54s
    4. Setting properties for models and textures in the Inspector
      5m 12s
  4. 29m 8s
    1. Introducing the game environment
      4m 27s
    2. Placing the player controller
      4m 29s
    3. Publishing project settings
      5m 32s
    4. Adding sky and fog
      8m 17s
    5. Fine-tuning the First Person Controller
      6m 23s
  5. 57m 25s
    1. Creating the terrain geometry
      3m 29s
    2. Forming the topography
      9m 54s
    3. Painting the terrain textures
      7m 9s
    4. Painting trees and forests
      10m 55s
    5. Painting grass, shrubs, and 3D geometry
      9m 38s
    6. Painting detail meshes
      8m 46s
    7. Adjusting terrain settings
      7m 34s
  6. 39m 45s
    1. Creating materials and assigning shaders
      8m 56s
    2. Handling multiple materials
      7m 13s
    3. Adding textures to a material
      3m 57s
    4. Manipulating textures
      5m 20s
    5. Adding reflections to materials
      8m 1s
    6. Creating lit materials
      6m 18s
  7. 47m 12s
    1. Creating GameObjects
      5m 2s
    2. Understanding components
      6m 15s
    3. Using colliders for barriers
      6m 22s
    4. Using colliders for triggers
      8m 1s
    5. Exploring physics
      8m 22s
    6. Working with Physic materials
      5m 3s
    7. Adding joints to rigid bodies
      8m 7s
  8. 20m 33s
    1. Setting up prefabs for animation and batching
      5m 8s
    2. Animating an object
      6m 32s
    3. Adjusting timing in an animation
      3m 50s
    4. Animating transparency and lights
      5m 3s
  9. 11m 58s
    1. Importing skinned meshes
      4m 51s
    2. Separating animations into clips and states
      3m 14s
    3. Creating transitions between states
      3m 53s
  10. 30m 22s
    1. Customizing ambient light
      2m 59s
    2. Creating the sun using a directional light
      5m 49s
    3. Using layers and tags for lighting
      3m 32s
    4. Adding spot and point lights
      4m 25s
    5. Using point lights for fill
      4m 30s
    6. Adding and fine-tuning shadows
      5m 10s
    7. Creating lighting effects with cookies
      3m 57s
  11. 9m 15s
    1. Adding scripts to GameObjects
      2m 42s
    2. Using correct script syntax
      6m 33s
  12. 23m 7s
    1. Setting up a 2D project
      3m 13s
    2. Importing sprites
      2m 30s
    3. Slicing in the Sprite Editor
      3m 6s
    4. Layering sprites and setting the sorting order
      5m 12s
    5. Creating 2D colliders
      3m 12s
    6. Adding 2D physics
      2m 25s
    7. Animating 2D elements
      3m 29s
  13. 30m 25s
    1. Creating light shafts and sunbeams
      5m 20s
    2. Using ambient occlusion to add gravity
      4m 37s
    3. Adding depth of field
      8m 40s
    4. Applying motion blur
      5m 46s
    5. Tuning color for mood
      6m 2s
  14. 38m 16s
    1. Exploring water effects
      7m 36s
    2. Working with wind zones
      2m 8s
    3. Using an audio source
      4m 3s
    4. Creating a sound zone
      5m 59s
    5. Triggering audio
      3m 37s
    6. Adding audio effects
      3m 13s
    7. Creating particle systems
      2m 26s
    8. Adjusting particle systems
      9m 14s
  15. 25m 23s
    1. Setting up occlusion culling
      5m 52s
    2. Enabling batching to reduce draw calls
      3m 28s
    3. Testing in the game window using statistics
      4m 27s
    4. Building a development build and debugging
      6m 0s
    5. Building the executable
      5m 36s
  16. 49s
    1. Next steps
      49s

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