Trouble with Dynamic Batching
Hello everyone, I'm using Unity 4.5.5f1 Free and I'm running into an issue with Dynamic Batching that I just am not understanding.
As seen in the attached picture, I've got a turret mesh that is using a mobile/diffuse shader consisting of less than 250 vertices which is adding 1 draw call to the scene. It uses a shared material and texture as do many other meshes on this ship, but only this one is adding an extra draw call. I've gone through the usual problems (vertex limit, alpha, lighting, lightmaps, scale, layering, complex shaders, etc) but I don't believe this mesh breaks any of them, yet it still is adding a draw call.
Any ideas on why this is will be greatly appreciated, thank you for reading.
Can you give more details on your FBX import settings, maybe it has more than 900 vertex attributes, it has something more than Position, Normal, UV, Tangent. For 4 attributes per vertex it's about 225 vertices limit. For 5 it's 180 vertices limit. Try to swap mesh to a simpler model (e.g. Box) and check if it reduces draw calls or remove vertex attributes. Also, can you verify the draw call count in a newer 4.6 version if nothing helps?
I also think it's the vertex attribute limit. 250 * 4 = 1000
vertices, normals, UVs.... and one more?
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