How can I optimize draw calls in Unity?
To optimize draw calls in Unity, you can use techniques like batching, combining meshes, and reducing material changes.
What is static batching and how does it work?
Static batching combines static objects into a single mesh at build time, reducing draw calls during runtime.
Are there any tools or plugins that can help with this?
Yes, tools like Unity's Profiler and third-party assets like Mesh Baker can help analyze and optimize draw calls.
What are the drawbacks of using dynamic batching?
Dynamic batching can increase CPU overhead and is limited to certain conditions, like using the same material.
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