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.
Learn how to reduce Unity draw calls and SetPasses with batching, material sharing, static batching, GPU instancing, and mesh combining.
Judge ‘feel’ with data. Percentiles reveal stutter risk; overlays connect numbers to on‑screen actions.
Static batching will not always reduce your draw call count. But it will always do something else that is highly beneficial for your game
You need a higher frame-rate... but how? Introduce yourself to the P3 Optimization Framework
For those who never went through an occlusion culling tutorial in Unity... can you guess what's wrong in this game's indoors scene?
If you want smoother gameplay in your Android game, then this post is for you. Let's see how Unity Optimized Frame Pace can help you.
How to profile and work on the editor at the same time without affecting your results with the Unity Standalone Profiler
What's going on with The Gamedev Guru? What can you expect in the upcoming months in the game performance scene? Let's see what I have planned for you...
Do you know when exactly Unity releases the memory your game assets take? Most game developers wrongly assume "when you stop using them" (whatever using means). This assumption might unpredictably have negative consequences... so let's find out.
The Unity Profiler will give you misleading results for a very specific reason. Let's see how to be more accurate using the new Unity Profile Analyzer.
Here's a question for those of you who develop for Oculus VR... How much do you really know about the Oculus CPU and GPU hardware levels? Let's see what these hardware levels are doing to your game.
When you don't have low-hanging fruits to optimize in Unity, you might need to resort to the CPU Slicing technique.