Performance Tips

intermediate performance

Highlight Plus · Troubleshooting & FAQ

Highlight Plus is designed for minimal GPU overhead. Use these guidelines to optimise for your target platform.

Key Optimisation Levers

SettingRecommendation
Quality LevelUse Fastest or Medium for simple objects. Reserve Highest (screen-space) for hero objects or when you need pixel-perfect outlines.
GPU InstancingKeep enabled (default). Batches outline and glow draw calls.
Combine MeshesEnable for static object groups (children that do not rotate individually). Dramatically reduces draw calls.
Optimal BlitEnable in Highest Quality mode. Restricts the screen-space pass to the affected region instead of full-screen.
Constant WidthWhen 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 LayerRestrict to only the necessary occluder layers. Fewer raycasts = better CPU performance.
Camera Distance FadeEnable and set a reasonable far distance to skip rendering for distant objects.

Platform Guidelines

PlatformSuggested QualityNotes
MobileFastest or MediumAvoid Highest quality; limit simultaneous highlighted objects to 3–5.
ConsoleMedium or HighUse Highest only for key objects. Enable Optimal Blit.
PC (mid-range)HighHighest is fine for a moderate number of objects with Optimal Blit enabled.
PC (high-end)HighestNo 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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