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Is it possible to batch Unity TextMesh objects, which share the same material, but with different opacity values?
As stated on the question, my problem is to achieve dynamic batching of TextMesh objects, instantiated as prefabs, but changing their opacity at run time.
So far, I have tried the MaterialBlockProperty method, but it does not affect batching.
I also found out that 3rd party plugins change the vertices of the textmesh's mesh color to achieve this, but after looking for a way to access those vertices in Unity's textmesh, I found out that there's no straightforward method to do so.
I'm wondering therefore, if a solution to this problem hits a dead end, when it comes to batching without using a plugin. Can someone confirm this, if not, better yet, offer an other approach?
PS: Moreover, it is odd that the text objects batch when using a separate camera to render solely their layer (causing other sorting problems though), while this is not happening, when one camera renders other layers as well and then one draw call is performed per object. This is, however, something to worry about at a later stage.
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