Use draw call optimization if the CPU sends too many draw calls to the GPU, which is also known as being CPU-bound. For more information about draw calls, refer to Introduction to optimizing draw calls.
To check if your sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary sends too many draw calls, do any of the following:
The supported and recommended methods for optimizing draw calls depend on whether you use the Universal Render PipelineA series of operations that take the contents of a Scene, and displays them on a screen. Unity lets you choose from pre-built render pipelines, or write your own. More info
See in Glossary (URP), the High Definition Render Pipeline (HDRP), or the Built-In Render Pipeline (BIRP).
Feature | Type | Multithreaded | Recommendation in URP | Recommendation in HDRP | Recommendation in the Built-In Render Pipeline |
---|---|---|---|---|---|
Scriptable Render Pipeline (SRP) Batcher | Reduces render state updates | No. | Enable. Refer to SRP Batcher in URP | Enable. Refer to SRP Batcher in HDRP | Not supported. |
GPU Resident Drawer | Uses GPU instancing. | Yes. | Enable. Refer to GPU Resident Drawer in URP | Enable. Refer to GPU Resident Drawer in HDRP | Not supported. |
BatchRendererGroup (BRG) API |
Uses GPU instancing. | Yes. | Use the GPU Resident Drawer instead, except for advanced use cases. | Use the GPU Resident Drawer instead, except for advanced use cases. | Not supported. |
GPU Instancing | Uses GPU instancing. | No. | Disable, to avoid extra shaderA program that runs on the GPU. More info See in Glossary variants. |
Disable, to avoid extra shader variants. | Enable if you have many instances or lights. Refer to GPU Instancing. |
Batching | Combines meshes | No. | Disable. Static batchingA technique Unity uses to draw GameObjects on the screen that combines static (non-moving) GameObjects into big Meshes, and renders them in a faster way. More info See in Glossary isn’t compatible with the BRG API or GPU Resident Drawer. |
Disable. Static batching isn’t compatible with the BRG API or GPU Resident Drawer. | Enable static batching. Dynamic batchingAn automatic Unity process which attempts to render multiple meshes as if they were a single mesh for optimized graphics performance. The technique transforms all of the GameObject vertices on the CPU and groups many similar vertices together. More info See in Glossary is no longer recommended. Refer to Batching. |
If you have many instances or lights, you can also use optimize mesh rendering using level of detail (LOD).
To get the best results from any draw call optimization method, do the following:
MaterialPropertyBlock
API in URP and HDRP.You can use multiple draw call optimization methods in the same scene, but each GameObject uses only one of the following methods, in this priority order:
BatchRendererGroup
API.