Does sprite tinting *really* break batching (in 5.3?)
So I read that tinting sprites will make a duplicate of the texture and add another drawcall.
But when I actually set up a scene with two of the same sprites and tint the other, my stats and profiler say that batches are 1, memory and texture count are the same when I delete one of the sprites and restart the scene.
So is the "tinting sprites will break batching and increase texture memory" statement incorrect, maybe referring to older Unity versions (I'm using 5.3 at the moment) or am I missing something?
Regards,
Pascal
Comment