Dynamic Batching for SpritesRender
I have a Scene where all of the Sprites that I am using are in one Atlas. But when i run the game and go to that scene i have 13 instead of one draw call and no dynamic batches at all. Can someone explain to me what em i missing? This is a not a complex Scene and i have areas where the count goes up to 150 , wich is unacceptable for a mobile game.
Is that the stats from edit mode or play mode? Tested the same thing and batching kicked in only in play mode
The screenshot is when the game is playing
Answer by DosaSzabolcs · Jan 25, 2016 at 02:39 PM
OK , i found a part of the problem but there is another mistary.
If i have a single image and duplicate it = 1 batch if i have 2 images = 2 batch if i duplicate the first image and after that duplicate the second image each 3 times , still have 2 batches if i duplicate them alternatively each of the instance will create a new batch.
Can someone explain this ?
sounds like an awful bug. have you submitted a bug report about this?
Answer by Tafk · Jan 25, 2016 at 02:52 PM
Try to switch Mesh Type to "Rect", "Tight" packaging can cause some sprites to overcome vertices limit.
the problem that i described in the second comment is not using sprite packer at all , they are just two individual sprites, which are duplicated .