Unity Draw Call Batching: The Ultimate Guide (2026 Update)
Learn how to reduce Unity draw calls and SetPasses with batching, material sharing, static batching, GPU instancing, and mesh combining.
Consulting and practical training across CPU, GPU, Memory, and production workflows. Get weekly performance insights and free resources.
Learn how to reduce Unity draw calls and SetPasses with batching, material sharing, static batching, GPU instancing, and mesh combining.
A single thing has killed the GPU performance of thousands of mobile games: the famous Unity Overdraw. Do you know what overdraw is doing to you?
In this module: 1. What are you learning today? 2. The Underappreciated Mip-Map Groups API 3. The Infamous Culling Group API Join to unlock the full module, audio, and resources.
In this module: 1. What will this weird "APV" do for you? 2. Get Started with APV - NOW 3. Debugging APV 4. How does APV work? 5. The Performance Factors of APV 6. Does APV improve performance? 7. APV - Advantages and Disadvantages Join to unlock the full module, audio, and resources.
Know if you’re CPU‑ or GPU‑bound, see pipeline state changes, and separate work from wait before you touch a single shader.
Judge ‘feel’ with data. Percentiles reveal stutter risk; overlays connect numbers to on‑screen actions.
Sampling is only half the story, Superluminal makes it navigable. Filter by your scripts, expand the hot path, and act fast.
When the Editor profiler isn’t enough, sampling profilers expose engine and script hot paths from your actual build.