Skip to content
Back to skills

Reduce Draw Calls

ASecurity

Use when a PlayCanvas app has too many draw calls or is CPU-bound, before hand-merging meshes or writing custom renderers.

  • 24 stars
  • 0 votes
  • 0 copies
  • 2 views
  • Added August 31, 2026
ai-agentsaws

Security analysis

A100/100

Scanned October 2, 2026

npx -y skills add playcanvas/skills --skill reduce-draw-calls --agent claude-code

Installs into .claude/skills of the current project.

Are you the author of Reduce Draw Calls?

Add the live security badge to your README. It updates with every re-scan.

Security grade badge for Reduce Draw Calls
[![Security: A — Skills Directory](https://www.skillsdirectory.com/api/skills/playcanvas-reduce-draw-calls/badge)](https://www.skillsdirectory.com/skills/playcanvas-reduce-draw-calls)

More formats (shields.io, HTML) on the badges page. Keep it an A: scan every change in CI with Pro.

Download with Pro
SKILL.md
---
name: reduce-draw-calls
description: Use when a PlayCanvas app has too many draw calls or is CPU-bound, before hand-merging meshes or writing custom renderers.
---

# Cut draw calls

Measure first with `app.stats.drawCallCount` or `MiniStats`; the per-pass `app.stats.drawCalls`
breakdown fills only in profiler builds. Also halve the pixel ratio and call `app.resizeCanvas()`:
if frame time drops, the cost is fill rate, not draw calls. Stop at the first rung that meets the
budget and report before-and-after counts.

## 1. Stop drawing hidden things

An element at opacity 0 still draws. Set `enabled = false`.

## 2. BatchManager

Call `app.batcher.addGroup(name, dynamic, maxAabbSize)`, then set `batchGroupId` on render, sprite,
or element components. Use `dynamic: false` for geometry that never moves. Members join when
enabled in the live tree, in any order, and groups regenerate automatically when membership
changes. Call `markGroupDirty(id)` only after moving members of a static group. Manual `AppOptions`
bootstraps must set `batchManager`.

## 3. Hardware instancing

Use this for many copies of one mesh and material with per-frame transforms. Build a buffer with
`VertexFormat.getDefaultInstancingFormat(device)`, one mat4 per instance, and call
`meshInstance.setInstancing(vb)`; `instancingCount` follows the buffer.

There is no per-instance culling. By default the group always draws; `setInstancing(vb, true)`
culls it as one unit against a `RenderComponent#customAabb` covering every instance. Split large
instance sets into spatial chunks. Custom vertex chunks need the `INSTANCING` path
(`override-shader-chunks`). Start from the `graphics/instancing-basic` and
`graphics/instancing-custom` examples.

Confirm the image is unchanged with `verify-pixels`.

Attribution

Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.

Comments

Loading comments…

Newsletter

Get the weekly list of safe new skills, and the ones we pulled.