Understanding Static Batching and GPU Instancing
This article explains the performance problem of Draw Call in Unity and compares two common batching techniques: Static Batching and GPU Instancing. It describes how Static Batching combines static meshes into one large mesh at build time, making it fast but heavy on RAM and impossible to move, while GPU Instancing lets the GPU draw many copies of the same mesh with one Draw Call, using far less memory and allowing movement. The post also includes a comparison table, practical use cases, and pro tips on when to use each method, including direct rendering with Graphics.DrawMeshInstanced and Graphics.DrawMeshInstancedIndirect.