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Question by arthamas · May 29, 2012 at 07:30 PM · batchingdrawcallsdynamic batchingbatchstatic-batching

Batching objects problem

Hi,

I'm trying to batch a 70 objects that share 3 different materials. (25 red, 25 orange and the rest is grey per example) But they are animated with the scale attribute so I'm guessing dynamic batching. But if I combine all the 25 red objects together per example , it's going way up the 900 vertex limit.. Together it goes to approximatively 4000 vertex in unity vertex count. And for the solution of using the combine children script well i need to be able to animate each objet separately when they click on it so I can't combine them at runtime. So is there an other way? I really need to be able to batch those objects cause it's for an application on IOs and usually it should be around 20 draw calls and for now the number of draw calls is way too high.

Thank you all

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Answer by ScroodgeM · Jul 27, 2012 at 11:19 AM

if your animation is scale-based only and scale is increasing from it base value, you can combine meshes as well and for animation just draw one more object on top of previous combined mesh

another solution needs some shaders knowledge. easy way is somehow (depends of objects type) to disable rendering of object that is animated to draw it individually on top, more experienced way is to animate it using shader. scale-animations are not a problem for shader-only imlementing

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