Dynamic batching 2D using animated texture sheet?
Is this possible?
2d sprite, no lights, animated texture sheet. Can that be dynamically batched? How to set it up?
Situation is 200+ identical sprites on screen at once. Only variance is the transform.
Answer by jamesk5 · Jan 06, 2018 at 04:24 PM
For my situation original situation, I ended up using a static sprite, so its batching fine. If you don't know what the rules are for batching, its really important to know for reducing draw calls: https://docs.unity3d.com/Manual/DrawCallBatching.html
For the look, I'm animating the rotation and tint with a coroutine on each instance which gives some variance which is nice. Additionally, I intend to incorporate the More Effective Coroutines free asset store package which will improve performance of all coroutines (fyi you need to code the coroutines slightly differently).
As for the original post, this works fine. Unity will batch your animated sprites the same way it batches your static ones. I've got a different sprite with an tiled sheet for animation, and multiple instances on screen generate only 1 draw call.