Archive for September, 2017

ProDrawCall optimizer VS ProDrawCall optimizer free – Differences

September 1 | 17

I have been asked several times about the differences of ProDrawCall optimizer and ProDrawCall optimizer light besides the price of course :-). On this post I will try my best to explain what does the light version contains, what does the the Pro version offers, the differences between them and how similar is this tool with ProMaterial Combiner.

ProDrawCall optimizer is a tool that automatically gathers all your game objects in a unity scene and groups them all by the type of shader. Then it processes each of your GameObject meshes and remaps all your UV textures for each vertex to a generated atlas of all your textures to specific parts of the atlas.

This process results in issuing less draw commands on the video card as all your game objects share one material that contains an atlas of all the textures. Hence, reducing the render time and increasing your performance.

If you are interested on seeing how draw calls are built on a single frame, checkout this video. It’s not in Unity per-se but the behavior is exactly the same.

Anyways, without further ado, the main differences between the light version and the paid version are as follows:



  • Supports any type of shader (Even the standard shader and custom shaders!)
  • Supports skinned mesh renderers
  • Code is provided in case you need to tweak the app
  • Can combine multiple meshes also besides atlasing.
  • Supports Specific UV Channels.
  • Can preserve hierarchies when generating atlases (your generated game objects will be parented like your original ones).
  • Lets you reuse textures in your atlas to save space.
  • Advanced game object search by UV correctness or by UV values. (lets you search from all your objects specific game objects that fulfill certain UV values)
  • Can search objects by tag or by layer.
  • Can generate atlases for power of 2 textures
  • If atlases are too big, it split the generated textures in several atlases.
  • Can combine meshes selectively with the atlased objects.
  • Supports multiple material combination per game object (If the shaders are the same).

ProDrawCall Light

  • Free for use in any of your projects (also commercial).
  • Doesn’t come with source code.
  • Doesn’t support Skinned Mesh Renderers
  • Only supports Legacy Shaders/Diffuse and Legacy Shaders/Bumped Diffuse.

Difference with ProMaterial Combiner

I have also been asked, what’s the difference of ProDrawCall and ProMaterial?, when should I use ProMaterial and when ProDrawCall?

The reasoning is really simple, ProDrawCall optimizer does everything that ProMaterial Combiner does, ProMaterial Combiner only combines materials in a single game objects while ProDrawCall optimizer combines multiple materials in game objects and also groups and combines materials of the game objects that share the same type of shader. Hope this clears some misconceptions/questions you might have :-).


If you are still interested on how to manually reduce draw calls, checkout this post, it explains with more detail how its done.

On a final note: The support for the free version is exactly the same as for the pro version, so if you find any issue in the free version, feel free to drop me an email and I will happily reply and help you out.