今回は、Graphics.DrawMeshInstancedIndirectを使ってシーン内にオブジェクトを大量に描画する方法についてまとめます。 今回作ったもの 弊社で現在開発中のスマホ用フィットネスゲームJoggleで樹木を描画する効率を改善するために、Graphics.DrawMeshInstancedIndirectを導入 ...
How can I dispose/release undisposed ComputeBuffer or some another way to make built app not crash when move to other scene after using Barracuda? Note: In development build mode, built app will not ...
MaterialPropertyBlock is supposed to be more efficient, but seems to take more time render. It's possible that this is just more memory efficient. Results in the same number of set pass calls and ...