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TrevorP · Jun 12, 2015 at 08:21 PM ·
texturespriteoptimizationbatching
Is it possible to batch textures that are Read/Write enabled?
Specifically Texture2D. I have a Texture2D that I've imported as a spritesheet, that has multiple sprites spliced on it and I want to be able to read/write it at runtime, but this caused every SpriteRenderer using its sprites to be their own draw calls.
I've also noticed that the SpritePacker ignores files that are read/write enabled. Is there any way to batch textures that are read/write enabled (or bonus - created dynamically)?
Thanks,
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