The GPU Resident Drawer automatically uses the BatchRendererGroup
API to draw GameObjectsThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary with GPU instancing, which reduces the number of draw calls and frees CPU processing time. For more information, refer to How BatchRendererGroup works.
The GPU Resident Drawer works only with the following:
Otherwise, Unity falls back to drawing the GameObject without GPU instancing.
If you enable the GPU Resident Drawer, the following applies:
BatchRendererGroup
shader variants into your build.
The Probe Atlas Blending is used by default when both the Forward+ rendering path and the GPU Resident Drawer are used.Follow these steps:
If you change or create GameObjects each frame, the GPU Resident Drawer updates with the changes.
To include or exclude GameObjects from the GPU Resident Drawer, refer to Make a GameObject compatible with the GPU Resident Drawer.
To analyze the results of the GPU Resident Drawer, you can use the following:
How much the GPU Resident Drawer speeds up rendering depends on your sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary. The GPU Resident Drawer is most effective in the following setups:
Rendering usually speeds up less in the Scene viewAn interactive view into the world you are creating. You use the Scene View to select and position scenery, characters, cameras, lights, and all other types of Game Object. More info
See in Glossary and the Game view, compared to Play mode or your final built project.
The following might speed up the GPU Resident Drawer: