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Can probably ditch RecalculateNormals.
Fix up garbage generation in SpriteBatch vs GraphicsDevice (Maybe do a specialised spritebatcher that uses unity types and struct o array rather than array of struct)
http://docs.unity3d.com/Documentation/Manual/RenderingStatistics.html
Try MarkDynamic
Try Double Buffer (switch mesh each frame)
http://docs.unity3d.com/Documentation/ScriptReference/Mesh.MarkDynamic.html
http://forum.unity3d.com/threads/118723-Huge-performance-loss-in-Mesh-CreateVBO-for-dynamic-meshes-IOS
Mentions changing triangle array frame is bad perf
http://forum.unity3d.com/threads/118723-Huge-performance-loss-in-Mesh-CreateVBO-for-dynamic-meshes-IOS?p=924201&viewfull=1#post924201
And mesh.clear is bad
color32 is faster than color
http://forum.unity3d.com/threads/118723-Huge-performance-loss-in-Mesh-CreateVBO-for-dynamic-meshes-IOS?p=1292009&viewfull=1#post1292009
Can probably ditch RecalculateNormals.
Fix up garbage generation in SpriteBatch vs GraphicsDevice (Maybe do a specialised spritebatcher that uses unity types and struct o array rather than array of struct)
changing a materials texture may be bad:
http://answers.unity3d.com/questions/366540/one-material-for-many-objects-with-different-textu.html
http://forum.unity3d.com/threads/151635-Performance-of-switching-material-textures-frequently
http://withimagination.imgtec.com/index.php/powervr/how-to-improve-your-renderer-on-powervr-based-platforms