![]() ![]() To Change it Up: After playing a game for a long time, it is easy to get bored with the same mechanics and visuals.There are cursed texture packs that change the most obscure elements of the game, just because. Why would you need to make your character a thousand times bigger? It doesn’t matter. Some packs are made and used that have no real purpose and can sometimes greatly hinder gameplay. For Fun: Sometimes modifications can simply be for fun.This can include texture packs to change the colors for the color blind or special packs for those with difficulty seeing properly in the dark. Accessibility: While most people take for granted their ability to see and operate their game without modifications, the visually disabled or those with processing disorders may need to make some alterations to participate.That being said, there are various reasons to modify your experience using Minecraft texture packs, including: You can see in the screenshot above that the draw call batches have been reduced significantly from 12 batches to 2 batches after using the sprite atlas for our images.Sometimes, when playing a game that is designed to give you unlimited tasks and world-building abilities, spicing it up with mods and changes can keep things fun and interesting for more extended periods of time between expansion packs and DLC. Result Draw Call Batches After Using Sprite Atlas Sprite atlas also packs them into a single power-of-4 image, which lets you compress the image simultaneously.Īfter the sprite atlas creation is done, we don't have to worry about missing image references in our Unity project because Unity's sprite atlas replaces all the old images with the currently packed atlas images. Packing Sprites into an AtlasĪs you can see, after packing the preview, your sprite atlas preview will look like a pack of multiple images combined together. You can either pack the whole folder into a sprite atlas or add single images to the list by adding them individually. To pack those textures into the sprite atlas, you have to add the images you want into the sprite atlas's object for a packing list, as shown below. If you want details on what each sprite setting does, you can check my blog about texture import settings in Unity. Sprite Atlas Creation Adding to the Sprite AtlasĪfter creating and naming a sprite atlas, you will be prompted with a sprite atlas settings page similar to Unity's default texture import settings. Then, you can go to your project menu, click the plus button, and create a sprite atlas like this. To create a sprite atlas, you will need the latest Sprite 2D library package. So, to optimize this, we will have to create a sprite atlas that contains the collection of images we are going to use and look at the difference that process makes on the draw batch number. That has resulted in Unity generating 12 draw batches because it treats every object as an independent texture with its own unique material. Draw Call Batches Without Sprite AtlasĪs you can see in the screenshot above, I have created 12 image components. To have a basic idea of what draw calls do, I have created a simple Unity scene with multiple UI images around them. You can use either of these batching techniques depending on your project. ![]() Dynamic Batching: For small enough meshes, this batching technique transforms their vertices on the CPU, groups similar vertices together, and renders them in one draw call.Static Batching: This batching combines static GameObjects and renders them together.There are two types of draw call batching. Our goal is to decrease the draw call to the least possible number. So, in this blog, we will be optimizing draw calls of a simple UI that uses multiple images and materials using a sprite atlas. Draw call batching is a form of draw call optimization that lets you combine meshes and helps Unity render them in fewer draw calls. So, to solve these issues, we will have to use an optimization technique called Draw Call Batching. Draw Call Optimization: Draw Call Batching Even worse, it might significantly affect your FPS and make your game unplayable if it isn't managed well. Having too many batches of draw calls in your game might slow down your game. Draw CallsĪ Draw Call is a call to the graphics API to draw an object – like a mesh – and draw call batches are the calls done to the graphics API in bulk to draw objects together. In such cases, generating a lot of textures or meshes – or applying materials with multiple shaders – might increase something called "Draw Calls" in your game. Imagine you have a game in Unity where you use thousands of materials all across the project, whether for characters, NPCs, environments, UI, or anything else.
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