# Proper way to draw 1000 billboards that always face the camera

I have up to 1000 visible GameObjects with trivial plane meshes, which are essentially sprites/billboards and which should always face in the relative direction -camera.forward.

There are so many ways to do this that I have trouble sorting the good ways from the bad ones.

1. The straightforward way is to use a geometry shader, but that isn't supported on most devices, so that's out.
2. Using a script is nice, easy, simple, and wasting performance.
3. Using a vertex shader and passing in center coordinate of the billboard through properties feels clean but is wasting even more performance because it breaks batching.
4. Doing it in a vertex shader and passing in center coordinate of the billboard through through uv2 feels brittle and wrong, but will be the most performant.

Ideally, someone has a better solution. If not, maybe someone can make a convincing argument for one of the approaches?

• #2 unless you notice performance issues. – Evorlor Nov 21 '15 at 3:32