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Everyday Unity Trying out new Unity API: BatchRendererGroup The goal of this post is to look at the new BatchRendererGroup API (BRG) and implement the minimal BRG example, so it is easier to understand how to work with it. Then gradually add more complex functionality.…
BatchRendererGroup sample: Achieve high frame rate even on budget devices

I wrote my own post about BRG and creating a sample year and a half ago when the documentation page was still empty. It took quite a while to figure out how to work with BRG by experimenting with code.
After some time, they filled up the documentation, but I still found it insufficient to get started with BRG without much effort. It's great to see a better sample and a very detailed blog post about it, even with such a significant delay after the initial announcement of BRG.

You can also check my blog post if you haven't yet, but the new one by Unity is more relevant now with more details and a bigger sample.

https://blog.unity.com/engine-platform/batchrenderergroup-sample-high-frame-rate-on-budget-devices

Repo: https://github.com/Unity-Technologies/brg-shooter

My sample: https://github.com/AlexMerzlikin/Unity-BatchRendererGroup-Boids/

My post: https://gamedev.center/trying-out-new-unity-api-batchrenderergroup/

#brg #instancing
Unity BatchRendererGroup sample: Achieve high frame rate even on budget devices Achieve a high frame rate on a budget phone using GLES 3.0 with BatchRendererGroup, C# Job System, and the Burst compiler.
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