Showing off a few editor tools I wrote for the team at Root121 LLC for our game Groundless. Below I have a video showing off two scripts: grouping objects, and applying a texture to all objects in a group. They work extremely well together! In just a minute I can organize the messy hierarchy and apply the appropriate textures.
What helps the second script work efficiently is the fact that I have the meshes and textures optimized with a Texture Atlas. What is a texture atlas? Well, it's essentially a matrix of textures that the model references rather than having the model call it's own material. This cuts down on the number of draw calls by almost 50% in some cases. Below are screenshots showing the impact of these atlases in action. I've cropped it to the stat window in Unity showing the difference.
Using texture atlases, I was able to save an additional 1,395 batches and increase the title scene's frame rate by an average of 20fps
For Groundless I didn't just add these atlases to the title screen, I continued to replace models and materials throughout the project. Below are the results of me testing on a MAC Book with an Integrated graphics card (Not my PC with a GTX 970). The list shows the results for our Ritual game mode scene, as well as the title screen in multiple Unity quality mode: fastest, good, and fantastic. All scenes saw an increase in frame rate and saved batches.
I'll share more of my editor scripting adventures in the future. Until then...

Happy Tuesday

You may also like

Back to Top