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MinhPc273

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A member registered Jul 11, 2023 · View creator page →

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Okay, I hope to receive the update from you soon.

Hi,

I’m currently using the latest version of Super Text Mesh and noticed a performance issue related to rendering.

Each SuperTextMesh object generates its own SetPass Call, even when all instances are using the exact same material. This results in SetPass scaling linearly with the number of text objects (e.g., 20 texts → ~20 SetPass Calls).

This becomes a significant performance concern, especially on lower-end devices or when many text elements are active at once.

The issue becomes much worse when:

  • Using the Ultra shader
  • Enabling effects like Outline
  • In these cases, both CPU usage and FPS drop noticeably.

Are there any recommended ways to reduce SetPass Calls when using multiple SuperTextMesh instances?

Are there plans for batching or optimization improvements in future versions?