Uploaded July 2023 | Updated September 2026, 3 weeks ago
Final optimisations for a switch game, characters were causing some slow down so I decided to have a look. I saw far too many calls to render the characters so checked out the frame debugger. After seeing the pain just to render one character I managed to reduce drawcalls from 120 to 8 simply by using a tool to combine the skinned mesh renderers into one per material. This is a very substantial optimisation when applied. Check out the tool here, it is brilliant assetstore.unity.com/packages/tools/game-toolkits/skinned-mesh-combiner-mt-character-mesh-merge-atlasing-support-m-135422 Join my mailing list to stay up to date on my new game releases. sendfox.com/gareth.murfin or checkout my company tynepunk.com
Final optimisations for a switch game, characters were causing some slow down so I decided to have a look. I saw far too many calls to render the characters so checked out the frame debugger. After seeing the pain just to render one character I managed to reduce drawcalls from 120 to 8 simply by using a tool to combine the skinned mesh renderers into one per material. This is a very substantial optimisation when applied. Check out the tool here, it is brilliant assetstore.unity.com/packages/tools/game-toolkits/skinned-mesh-combiner-mt-character-mesh-merge-atlasing-support-m-135422 Join my mailing list to stay up to date on my new game releases. sendfox.com/gareth.murfin or checkout my company tynepunk.com










