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GPU Instancing (Dynamic Batching) Not Working on Oculus Quest 2 (Android). Works fine in-editor.
I have a VR scene that has a grid of 1024 identical meshes that move dynamically. I have GPU instancing enabled on the material, and in-editor I have verified that this is working fine. However, when I compile an Android build for the Oculus Quest, GPU instancing doesn't work and each mesh is rendered in its own individual draw call, killing my frame rate. I have verified this with RenderDoc.
I am using Unity 2019.4.16f1 with the URP. Dynamic batching is turned on in my URP Asset.
See this forum post for greater detail about my issue: https://forum.unity.com/threads/gpu-instancing-dynamic-batching-not-working-on-oculus-quest-2-android-works-fine-in-editor.1017781/
I would greatly appreciate any help getting dynamic batching to work on the Quest.