ABSTRACT

Dynamic batching is a collection process that Unity performs automatically to all non-static objects wherever possible to further reduce draw calls at Run-Time. All non-static MeshRenderer and ParticleSystem objects sharing the same material and scale batched together, with some notable exceptions. Minimize Vertex Count and TopologyVertices are the raw ingredients of a mesh because they define its structure, or topology. When modeling a mesh, then, keep vertices to a minimum. MipMapping (multum in parvo) is a form of "detail modulation" based on camera distance, and it can significantly improve performance for large, open-world games with lots of objects and large textures. Probably every game needs arrays of some kind. Arrays comes in two basic forms such as static and dynamic. To produce the output, both the CPU (central processing unit) and the GPU (graphics processing unit) must perform many calculations. Together, these reflect the complexity of a render and the length of time required to produce it.