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Question by hexagonius · Feb 19, 2015 at 03:33 PM · meshgenerationdrawcallsdynamic batching

Dynamic batching after SetActive false and true?

I'm having a little problem with dynamic batching of code generated meshes.

I've already found a solution here, but am still curious WHY this is necessary:

After creating 238 meshes, consisting of 40 vertices each on Awake(), I got 2 drawcalls. After disabling and enabling the parent GameObject, it went down to 1 drawcall.

I am not saying that I absolutely need that one drawcall, but what is SetActive triggering that can't be triggered manually to have all meshes batched? Why is the batcher failing here?

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