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Dynamically disabling Dynamic Batching on iPhone
Does anyone know if dynamic batching can be enabled/disabled at runtime when running on iOS? It seems that it can only be controlled when running from the editor. The reason I need this is that I get strange lighting problems on some of my animated objects on iPhone, and the problems go away if I disable dynamic batching. But I want dynamic batching to be enabled most of the time (like when I'm not near an animated object).
Answer by Dreamora · Sep 08, 2011 at 01:16 AM
Thats not possible no. Its a build time setting.
But for animated objects its interesting that it changes anything, because SkinnedRenderers are not batched at all
I'm not using skinned renderers; I'm just animating the transform. But I'm also using a non-standard rendering arrangement in which the framebuffer's color attachment is redirected to an off-screen texture. Rendering to the off-screen buffer is where I see the strange lighting problems for dynamically batched meshes. It looks ok with no dynamic batching (don't see how off-screen rendering would affect batching, but that is my question).
I should also mention that I'm using Unity 3.3 and OpenGL ES 1.1 on iOS