How can I reduce draw calls in Unity?
To reduce draw calls in Unity, you can combine meshes, use texture atlases, and implement static batching.
What are texture atlases and how do they help?
Texture atlases are large textures that contain multiple smaller textures. They help by reducing the number of texture swaps, which lowers draw calls.
Can you explain static batching?
Static batching combines static objects into a single mesh at build time, which reduces draw calls during runtime.
Are there any tools or plugins that can help with this?
Yes, tools like Mesh Baker and TexturePacker can help automate the process of combining meshes and creating texture atlases.
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