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As noted in the comments above, performance is going to depend on implementation, your particular hardware, and what you're trying to do with the textures, so the only reliable answer there is to profile each alternative. There are a few differences in terms of how you use each option though, which will apply consistently: One big difference is that, for ...


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Okay so I have fixed this. Hopefully this answer will help someone else. Okay if you look at this script MouseLook.cs under StandardAssets/Characters/FirstPersonCharacters/Scripts/. Go to lines 83,88,89. Make the following changes : m_cursorIsLocked = true;(line 83) change to 'false' Cursor.lockState = CursorLockMode.Locked; (line 88) change to 'none' ...


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Primitives get rendered in the order they're found in the vertex buffer or index buffer if you're using one. You can use the index buffer to sort your primitives to render multiple mesh at different z-orders without having to move the vertices around in a single draw call provided they all use the same render settings (shaders, textures, blending, etc). So ...



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