- Home /
256 batching limit in URP?
We've recently started using URP and have come across a 256 batching limit when using Sprite Renderers. This limit was not present in our previous project that was not using URP.
Here is the setup to test this:
- Create a prefab with a Sprite Renderer, a Default Sprite material, and a Sprite. 
- Now duplicate them till you have 256 of them. The 257th duplicate will break batching. 
- Do the same in a non-URP project, and you can go far beyond 256 duplicates without breaking batching. 
I understand that dynamic batching has a 900 vertex attribute limit, but if so, why does the 257th duplicate not break batching in a non-URP project(even when using the same material)?
Does anyone have any insight on this?
Your answer
 
 
             Follow this Question
Related Questions
Low FPS despite simple scene 3 Answers
Handle Many Characters that have skinned mesh renderer 0 Answers
Odd/Negative scale does NOT seem to break batching on sprites?? I'm confused... 1 Answer
Shader / Material Refreshing, AssetBundles, and dynamic batching issues 0 Answers
How to instance custom sprite shader? 0 Answers
 koobas.hobune.stream
koobas.hobune.stream 
                       
               
 
			 
                