- Home /
How performance heavy is dynamic batching?
I am developing a racing game for mobile. Each car has a dynamic damage system, and thus the body is made of many meshes (ie. front/rear bumper, hood, trunk, etc.). Because the batching requirements are met, all of the car's parts are batches into a single drawcall. How performance heavy is batching vs. having the mesh be a single object in the first place?
Comment
Your answer
Follow this Question
Related Questions
Dynamic batching not working? 0 Answers
Dynamic batching after SetActive false and true? 0 Answers
How to assign different colorsets to objects that are using the same mesh? 0 Answers
Draw calls on instantiated prefabs? help 0 Answers
Issues with profiler? 0 Answers