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Question by Caiuse · Mar 16, 2011 at 12:33 AM · instantiateprefabbatchingdrawcalls

How to batch draw calls for instantiated Prefabs

alt text

In my case i have a self modeled tree, each of my trees is instantiated via another script. The tree models have identical braches, but a single draw call per branch.

How would i go about batching these draw calls as the are instantiated even the tree models themselves?

Cheers - C

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avatar image Caiuse · Mar 16, 2011 at 12:55 AM 0
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CombineChildren.cs just found it, its a god send!

avatar image Caiuse · Mar 16, 2011 at 12:56 AM 0
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But the question still stands for instantiated objects.

avatar image Jessy · Mar 16, 2011 at 02:20 AM 1
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CombineChildren is not as good as static batching, though it's better than dynamic batching.

avatar image andrew-lukasik Jessy · Apr 14, 2016 at 10:42 AM 0
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@Jessy, Does this apply to StaticBatchingUtility.Combine too? (meaning it has it's limitations (documentation says nothing about that))

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Answer by Vectrex · Jun 22, 2011 at 08:23 PM

I think running combineChildren on the individual tree/branches THEN try parenting them as a child of a GO and regenerate the static batching. You could also create a new prefab runtime (I think) before adding them to the static world

eg

 GameObject newThing = (GameObject)Instantiate(thingToSpawn, position, rotation);
 newThing.isStatic = true;
 newThing.transform.parent = root.transform;
 // Spawn everything else too
 
 StaticBatchingUtility.Combine(root);
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