Unity Optimisation Techniques

Strategies involved in reducing draw calls and CPU overhead.

Performance Profiling

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Static Batching

Reducing CPU-to-GPU calls is essential. For non-dynamic assets, I ensure they are marked "Static" to enable static batching. This groups assets into shared batches, which can be verified using the Frame Debugger.

Mesh Combining

For scattered debris or stacked crates, manually combining meshes into a singular mesh significantly reduces calls. I utilize tools to combine meshes within the engine, allowing for modular prefabs that render efficiently.

Occlusion Culling

Occlusion culling removes static assets not visible to the camera. Correct configuration is key to avoid "popping." I profile these changes to ensure the CPU cost of culling is outweighed by the GPU savings.