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Question by DosaSzabolcs · Jan 23, 2016 at 12:44 PM · sprite2d gameoptimizationdrawcalls

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.

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avatar image hexagonius · Jan 23, 2016 at 06:36 PM 0
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Is that the stats from edit mode or play mode? Tested the same thing and batching kicked in only in play mode

avatar image DosaSzabolcs hexagonius · Jan 24, 2016 at 07:55 AM 0
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The screenshot is when the game is playing

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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 ?

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avatar image hexagonius · Jan 25, 2016 at 08:56 PM 0
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sounds like an awful bug. have you submitted a bug report about this?

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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.

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avatar image DosaSzabolcs · Jan 25, 2016 at 03:29 PM 0
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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 .

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