I'm about to start a new project in Unity that is a sequel to a game I made in LibGDX. It's an overhead view, where layers use y-order to render, aka things on a layer are rendered starting at the top (highest y-value) and then going downward (smallest y-value).
Screenshots from the original game:
I'm trying to figure out a strategy so that I can minimize shader-swaps / draw-calls. When I render the "main layer" that has stuff like characters, trees, rocks, etc. there will be a mixture of Spine animations and regular Sprites. I'm semi-new to Unity, but I believe I'll be getting a new draw call every time it switches from rendering a Spine animation to a Sprite (and vice-versa). With lots of objects, plants, and characters, it seems like the number of draw calls would quickly stack up to potentially 100+.
With LibGDX I didn't have to switch the shader between rendering sprites and Spine animations, so this wasn't an issue.
Is there any strategy to prevent this? Appreciate any help, and would be glad to provide more info if needed!