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Unity Engine


Unity Engine


GPUBatched

Enables Unity using compute shaders to process mesh deformations on the GPU, and combining multiple meshes and blendshapes into batches.
Read time 1 minuteLast updated a month ago

Definition

  • Type: Field
  • Namespace: UnityEditor
  • Assembly: UnityEditor
GPUBatched = 2

Remarks

If you enable this property, Unity uses batching and reordering to combine meshes and blendshapes into fewer dispatch calls to the GPU.
Batching provides better performance on high-end platforms. Unity can process multiple meshes more quickly and reduce synchronisation issues. On other platforms, you might need to use MeshDeformation.GPU instead, because batching uses dynamic branching which has a high resource intensity.
Unity uses batching if the following applies:
  • The Graphics API supports batching.
  • You process 3 or more batchable meshes in one frame - this is the number of meshes where batching usually becomes faster than non-batched GPU skinning.
To make sure a mesh is batchable, check the mesh is compatible with standard non-batched GPU skinning, and that its vertex data layout exactly matches one of the following:
  • position
  • position, normal
  • position, normal, tangent
If Unity can't use batching, it reverts to non-batched GPU skinning.