Unity Draw Call Batching: The Ultimate Guide (2026 Update)
Learn how to reduce Unity draw calls and SetPasses with batching, material sharing, static batching, GPU instancing, and mesh combining.
Consulting and practical training across CPU, GPU, Memory, and production workflows. Get weekly performance insights and free resources.
Learn how to reduce Unity draw calls and SetPasses with batching, material sharing, static batching, GPU instancing, and mesh combining.
A single thing has killed the GPU performance of thousands of mobile games: the famous Unity Overdraw. Do you know what overdraw is doing to you?
Your frame-time graph looks fine… until Tilemaps instantiate, audio spins up, or URP "records" the frame. That “one hitch” is why retention drops and reviews go
Unity 6.2 (6000.2) has a bunch of performance work that’s not just “micro-optimizations.” The big themes: * Fewer main-thread stalls during async loading * Meaningful URP regression
Agentic Profiling: You hit Ctrl+7, record a capture, open the Profiler Timeline, and… your frame time graph still looks like a heart attack. Better ways to do this? Yeah, plenty!
The Few Groups You'll Ever Need: Mipmap & Culling Groups: Texture shimmer and off-screen simulation waste are two classic performance leaks that quietly stack into stutter. If you ignore both, you pay twice: GPU memory pressure plus CPU work the player never sees.