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Question by elenzil · Mar 25, 2016 at 04:44 PM · meshparticlesinstanceclone

render same mesh object multiple times in different locations ?

i have a mesh object i'd like to render a few hundred times at different parts of the screen. i can easily clone the game object and it works, but i'm worried about the possible overhead this incurs.

in regular OpenGL i'd just set the VertexBuffer once and then call DrawTriangles() or whatever multiple times.

is unity smart enough to do something similar under the hood, or is the mesh being sent across to the GPU once for each clone ?

is there something in the particle system which might be useful ?

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