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Why aren't my particle systems batched?
I have a texture atlas and one material. Three particle systems are using this material with texture sheet animation. I get 3 batches. The material is transparent. I am using 2019.1.2f1
If the transparency is causing the issue, can you tell me how to put an image onto an opaque material without showing the background? Thanks.
Answer by richardkettlewell · Sep 25, 2019 at 08:00 AM
The Frame Debugger can answer the question "why isn't X batched?"
Cutout mode on the Shader will render opaque with a yes/no choice about whether a pixel is visible or not (hard edges, rather than soft alpha fade)
Frame debugger just says "Objects have different materials". Which they don't.
What Unity version? Are the materials assigned by script or set in the Inspector? If it's via script, make sure you're assigning to "shared$$anonymous$$aterial" and not "material".
2019.1.2f1
I am assigning via editor.
Changing the material from transparent to opaque reduces a couple of batches, but not always.
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