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Question by n8 · Jul 30, 2010 at 03:49 AM · iphoneblenderdrawcalls

combining blender meshes for optimized draw calls in unity iphone

Ok so I have created my character in blender, and I admit that I did not create the character with optimized draw calls in mind. While creating character I separated out the different sections of model on different layers. when importing the fully rigged character into unity iphone i realized that it is taking about 20 or so draw calls just for the character! while my character is not overly complex, i don't want to have to go back and recreate the character if I don't have to.

So my question is how could I combine the parts of my character to reduce the number draw calls required? Thanks in advance for any help!

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Answer by n8 · Jul 30, 2010 at 02:56 PM

Ok, so this never fails. i search until my eyes bleed for an answer. Then as soon as i post a question here, i end up finding what i was looking for.

in blender, to combine things into one object so that unity iphone will recognize it as only and therefore only use one draw call do this:

  • select all object that you want to be joined (this can be across multiple layers)
  • press "ctl+j" (all objects on different layers will be combined onto one layer)

    NOTE: I did not try this with the armature. I was nervous that it would screw up the parenting so i left it separate. If somebody who is a bit more knowledgeable can tell me if this is possible/neccessary?

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    Answer by Julian-Glenn · Jul 30, 2010 at 03:56 AM

    While not specific to Blender it outlines the process of reducing draw calls:

    http://answers.unity3d.com/questions/7247/whats-the-best-way-to-reduce-draw-calls

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    avatar image n8 · Jul 30, 2010 at 04:56 AM 0
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    yeah i read that. Very good information in there. but while that explains what i am trying to do, it doesnt really explain how. thanks for the link though

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