How to reduce Draw-Calls?

Hello!

I thought that my new camera was lagging, but it is actually a deeper issue that I’ve caused myself with some recent changes.

Here is the profiler data. Can someone with more experience spot what could be causing the lag?

iPhone Unity internal profiler stats:
cpu-player>    min: 17.0   max: 98.6   avg: 24.8
cpu-ogles-drv> min:  3.3   max:  4.0   avg:  3.6
cpu-present>   min:  1.0   max:  4.0   avg:  1.5
frametime>     min: 24.0   max: 117.2   avg: 38.5
draw-call #>   min: 125    max: 125    avg: 125     | batched:     0
tris #>        min: 42664  max: 42664  avg: 42664   | batched:     0
verts #>       min: 28130  max: 28130  avg: 28130   | batched:     0
player-detail> physx:  0.6 animation:  0.0 culling  0.0 skinning:  0.0 batching:  0.0 render: 12.4 fixed-update-count: 1 .. 5
mono-scripts>  update:  1.3   fixedUpdate:  0.6 coroutines:  0.0 
mono-memory>   used heap: 634880 allocated heap: 1097728  max number of collections: 0 collection total duration:  0.0

How do I reduce draw-calls?

It’s the drawcalls you have a problem with. Try getting them down by using as few materials as possible. Try merging textures into atlases.

The most efficient way to reduce Draw Calls is to combine the renderers, or if you use 3D meshes, the most efficient way is to combine the static meshes of your scene, or the Skinned meshes of your characters.

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I had a problem with Draw Calls recently and I found two plugins that can combine meshes in the Editor or in Runtime and without quality loss very easily. The first plugin (Easy Mesh Combiner MT - Scene Mesh Merge, Atlasing Support & More | Game Toolkits | Unity Asset Store) is capable of combine your scenes static meshes easily, while this second plugin (Skinned Mesh Combiner MT - Character Mesh Merge, Atlasing Support & More | Game Toolkits | Unity Asset Store) is capable of merging your characters Skinned meshes without affecting animations! My Draw Calls reduced by up to 95% after using these tools.