Batching drawcalls for runtime generated gameobjects
 I am trying to build an application for Occulus Quest where I take in the 3D geometry data through a streaming web socket connection from a server and build gameobjects, meshes etc. at runtime in occulus. The vertices, triangles, lights etc. are received in a JSON format which is then parsed by my application to build the 3D geometries and render it. I am using: 
 Unity Version - 2019.3.2f1 URP Version - 7.1.8 
 Since I am limited by hardware resources I want to reduce my drawcalls to the minimum. I have been trying to implement batching both static and dynamic to reduce my hardware load. I have been using the profiler to observe the performance of my application and I figured that the application is CPU intensive (Most of the time is spent on Gfx.WaitforRenderThread) and has a huge number of draw calls. I have attached the profiler images as well. 
 ![alt text][1] 
 ![alt text][2] 
 I have tried the following things to reduce draw calls 
- Using StaticBatchingUtility Combine method to combine gameobjects. 
- Applying shared materials - The way I am applying materials to my game objects are as follows: I instantiate a material object for each material of a different kind and I apply those materials to the renderer component through renderer.Material = materialInstance. Note that materialInstance is the same for all materials which share the same property. 
- Mesh combine to combine similar meshes into one 
 I am trying to use mesh baker right now. But I have no clue why the batching is not working here (both static and dynamic)
 I Understand that dynamic batching requires the vertices to be less than a certain threshold but I see no batching happening at all.
 Can anyone point out what am I doing incorrectly? and what are the ways to optimize performance for such an application where the geometries etc. are being created at runtime?
 I have tried almost all the suggestions mentioned on forums and blogs without luck.
 [1]: /storage/temp/153439-profiler-cpu.png
 [2]: /storage/temp/153440-profiler-render.png
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