Unity Optimize UI - Reduce your Draw Calls Improve your performance in 10 MINUTES!

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  • เผยแพร่เมื่อ 16 ม.ค. 2025

ความคิดเห็น • 48

  • @Knuckles2761
    @Knuckles2761 2 ปีที่แล้ว +12

    Little FAQ:
    - They move it to right click --> Create --> 2D --> Sprite Atlas
    - You need to enable it in Project Settings --> Editor --> Sprite Packer
    - There is an option to enable it only in build, so you may not see draw calls reduction in editor

  • @sunq_live
    @sunq_live 3 ปีที่แล้ว +10

    Hello, im from Ukraine. I don't speak English well, but I wanted to thank you so much. For about several weeks I did not understand how to reduce the number of batches, I read all possible forums and reviewed all possible videos and not a single person said that you can use a profiler in order to understand which batches are not combined and because of what. I wish you great success and thank you again. I reduced the number of batches from 15 to 3 and this is very important for me. I love you, dear friend, I subscribing and turned on the bell

    • @BigfootCodes
      @BigfootCodes  3 ปีที่แล้ว +4

      Wow, your comment made my day! Thanks a ton for the kind words, and supper happy you were able to improve your game 👍

  • @TinyGiganticGamesOfficial
    @TinyGiganticGamesOfficial 3 หลายเดือนก่อน

    Holy crap this is video is pure gold. Thank you so much 🙏

  • @FireJojoBoy
    @FireJojoBoy 2 ปีที่แล้ว +5

    Hey! Thanks for this video! I always made sprite sheets by myself and hat power of 2 problems, this will solve that and also save time :D

    • @BigfootCodes
      @BigfootCodes  2 ปีที่แล้ว +1

      Yea, I think that was the only way before this existed. We used TexturePacker I think it was, that was a good solution until this came along. Glad you found it useful!

  • @paskozhelev72
    @paskozhelev72 4 ปีที่แล้ว +3

    Great video! Thanks a lot! It was really useful!

    • @BigfootCodes
      @BigfootCodes  4 ปีที่แล้ว +1

      Thanks for the comment, and glad you enjoyed it

  • @barbarakozon8183
    @barbarakozon8183 2 ปีที่แล้ว +2

    Great video, thank you!

    • @BigfootCodes
      @BigfootCodes  2 ปีที่แล้ว

      Glad you enjoyed it Barbara 🤟🏻

  • @tommallama9663
    @tommallama9663 3 ปีที่แล้ว +1

    This is absolutely fantastic!! Thank you!!!

    • @BigfootCodes
      @BigfootCodes  3 ปีที่แล้ว

      Glad you enjoyed it and thanks a lot for the positive comment ☺️

  • @panpam-educar-jugando
    @panpam-educar-jugando 3 ปีที่แล้ว

    Awesome video. Thanks! :)

    • @BigfootCodes
      @BigfootCodes  3 ปีที่แล้ว

      Muchas gracias por el comment 🤗

  • @urbanavicius
    @urbanavicius 2 ปีที่แล้ว +2

    Thank you! This really helped for me. Minus 100MB from project 😁

    • @BigfootCodes
      @BigfootCodes  2 ปีที่แล้ว

      Those are the comments I love to hear!

  • @jam54
    @jam54 3 ปีที่แล้ว +1

    Very well explained thank you

  • @khicontocvang
    @khicontocvang 6 หลายเดือนก่อน

    thank u for clear tutorial

  • @coverunipad8689
    @coverunipad8689 ปีที่แล้ว

    This is good for games if you have minimal sprite sheets, imagine you have to use like atlas in 10 places and tick that include in build, it will eat an estimated 40 mb on app which will increase the size of the app after the build

  • @TwilightKillerX
    @TwilightKillerX 4 ปีที่แล้ว +1

    Those UI icons look great! Did you create them yourself?

    • @BigfootCodes
      @BigfootCodes  4 ปีที่แล้ว +2

      My art skills are still at stick man figures 😂
      I use assets from Craftpix, those are free. (disclaimer, the link has an affiliate in case you purchase something later on. Their stuff is great)
      craftpix.net/freebies/free-fantasy-character-avatar-icons-pixel-art?affiliate=125748

  • @cristhiancantillo4922
    @cristhiancantillo4922 3 ปีที่แล้ว

    Nice video man

    • @BigfootCodes
      @BigfootCodes  3 ปีที่แล้ว

      Thanks, glad you enjoyed it 👍👌

  • @jobinjeeji3502
    @jobinjeeji3502 2 ปีที่แล้ว

    Really useful!

  • @flurinjenal374
    @flurinjenal374 10 หลายเดือนก่อน

    Really good!

  • @sugy9310
    @sugy9310 3 ปีที่แล้ว +1

    Unfortunately sprite atlas is not working on unity 2021.2 but it works on 2020.3

    • @BigfootCodes
      @BigfootCodes  3 ปีที่แล้ว +1

      Are you sure it's not working? I think they just moved it to the package manager. Try importing '2D Sprite' from the package manager, and it should appear :)

    • @sugy9310
      @sugy9310 3 ปีที่แล้ว

      @@BigfootCodes i did that but it didn't work i don't know it may be a bug or i did something wrong

    • @weitang9727
      @weitang9727 2 ปีที่แล้ว +1

      2020.3 not working too, I just hit the Pack Preview button, no errors , no preview

    • @sugy9310
      @sugy9310 2 ปีที่แล้ว

      @@weitang9727 then maybe downgrade

    • @weitang9727
      @weitang9727 2 ปีที่แล้ว

      @@BigfootCodes Oh , it works , B.U.T , the sprite altas icon in the Unity Editor no preview , it just left it as it was some how, maybe a bug ?

  • @vincentrezzoug7442
    @vincentrezzoug7442 2 ปีที่แล้ว +1

    Done but no improvement on batches 🤷 (using Unity 2021.3.2f1)

    • @BigfootCodes
      @BigfootCodes  2 ปีที่แล้ว

      Really? What did your scene setup look like? Unless they were all using the same sprite and materials, Its near imposible to not see any improvements (unless unity changed something Im not aware of). Did you check your frame debugger before & after the change?

  • @cwdgamedev822
    @cwdgamedev822 ปีที่แล้ว

    Do sprites for UI elements (like Images) need to be power of 2?

  • @shellypeng8855
    @shellypeng8855 2 ปีที่แล้ว +1

    Thank you so much, it’s reaaaally helpful! May I ask how to bump up the fps like in your case? The stats panel shows your fps is over 2000 which is incredibly amazing! Pls pls pls teach me how to do it~

    • @macchiato_1881
      @macchiato_1881 2 ปีที่แล้ว +2

      get good pc lmao

    • @BigfootCodes
      @BigfootCodes  2 ปีที่แล้ว

      This was a nearly empty project, and yea, I run a new m1 max laptop, so that's probably why :)

  • @Drmelv0131
    @Drmelv0131 2 ปีที่แล้ว

    what is the ideal number for draw call for 3d games specifically for mobile games ?. Thankbyou

  • @ClusterFame
    @ClusterFame 4 ปีที่แล้ว +1

    Thanks for this!

  • @emanueltejadacoste2250
    @emanueltejadacoste2250 ปีที่แล้ว

    does this work for pixel art?

  • @BrontoKroxig
    @BrontoKroxig 2 ปีที่แล้ว +1

    For me Canvas.RenderOverlays do not exist on my FrameDebugger, it was inside Camera.Render>Drawing>Render.TransparentGeometry>RenderFowardAlpha.Render>RenderFoward.RenderLoopJob>Canvas.RenderSubBatch
    Also as a side note, I don't know if "clipped by same mask" included that case, but keep in mind that every LayoutGroup, also split the element into another drawcall (even if they are on the same canvas)!

    • @BigfootCodes
      @BigfootCodes  2 ปีที่แล้ว +1

      Thanks for clarifying. Maybe it moved since I made the video :)

  • @KOKERzeroZEROseven
    @KOKERzeroZEROseven 3 ปีที่แล้ว +1

    its ork! thx

  • @lucutes2936
    @lucutes2936 7 หลายเดือนก่อน

    so this is for 2D only