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Question by hellcats · Sep 07, 2011 at 02:29 PM · iosbatching

Dynamically disabling Dynamic Batching on iPhone

Does anyone know if dynamic batching can be enabled/disabled at runtime when running on iOS? It seems that it can only be controlled when running from the editor. The reason I need this is that I get strange lighting problems on some of my animated objects on iPhone, and the problems go away if I disable dynamic batching. But I want dynamic batching to be enabled most of the time (like when I'm not near an animated object).

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Answer by hellcats · Sep 22, 2011 at 03:14 PM

This problem has gone away in 3.4

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Answer by Dreamora · Sep 08, 2011 at 01:16 AM

Thats not possible no. Its a build time setting.

But for animated objects its interesting that it changes anything, because SkinnedRenderers are not batched at all

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avatar image hellcats · Sep 08, 2011 at 03:11 PM 0
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I'm not using skinned renderers; I'm just animating the transform. But I'm also using a non-standard rendering arrangement in which the framebuffer's color attachment is redirected to an off-screen texture. Rendering to the off-screen buffer is where I see the strange lighting problems for dynamically batched meshes. It looks ok with no dynamic batching (don't see how off-screen rendering would affect batching, but that is my question).

I should also mention that I'm using Unity 3.3 and OpenGL ES 1.1 on iOS

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