Performance Tips
intermediate performanceHighlight Plus · Troubleshooting & FAQ
Highlight Plus is designed for minimal GPU overhead. Use these guidelines to optimise for your target platform.
Key Optimisation Levers
| Setting | Recommendation |
|---|---|
| Quality Level | Use Fastest or Medium for simple objects. Reserve Highest (screen-space) for hero objects or when you need pixel-perfect outlines. |
| GPU Instancing | Keep enabled (default). Batches outline and glow draw calls. |
| Combine Meshes | Enable for static object groups (children that do not rotate individually). Dramatically reduces draw calls. |
| Optimal Blit | Enable in Highest Quality mode. Restricts the screen-space pass to the affected region instead of full-screen. |
| Constant Width | When disabled, outline/glow shrinks with distance, naturally reducing GPU work for far objects. |
| Effect Group (Include) | Use the narrowest scope possible. Only This Object is cheapest; Layer In Scene is most expensive. |
| See-Through Occlude Layer | Restrict to only the necessary occluder layers. Fewer raycasts = better CPU performance. |
| Camera Distance Fade | Enable and set a reasonable far distance to skip rendering for distant objects. |
Platform Guidelines
| Platform | Suggested Quality | Notes |
|---|---|---|
| Mobile | Fastest or Medium | Avoid Highest quality; limit simultaneous highlighted objects to 3–5. |
| Console | Medium or High | Use Highest only for key objects. Enable Optimal Blit. |
| PC (mid-range) | High | Highest is fine for a moderate number of objects with Optimal Blit enabled. |
| PC (high-end) | Highest | No practical limits. Screen-space outline gives the best visual result. |
Reducing Draw Calls
- Use Combine Meshes for object groups with many children.
- Use Profiles to share settings without duplicating material instances.
- Disable effects you do not need (set their intensity to 0) — disabled effects have zero GPU cost.
- If an object only needs an outline, disable glow, inner glow, overlay, see-through, and target FX.
Profiling Tips
Use Unity’s Frame Debugger (Window → Analysis → Frame Debugger) to inspect Highlight Plus draw calls. Look for:
- HighlightPlus entries in the call list — each represents a rendering pass.
- Full-screen blits (Highest quality without Optimal Blit) — these are the most expensive operations.
- Glow pass count — reduce the number of glow passes if cost is high.
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