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Why was dynamic batching of skinned meshes removed?
in Unity iphone 1.6/1.7 I recall dynamic batching of skinned meshes worked fine. Why does it no longer work in Unity 3.x?
Also, what is a work around? I have a game with ~50 game characters, many can be onscreen at once. All share a single sprite sheet and are animated/UV'd in Maya. They used to all batch and share a single draw call. Now they bog iOS devices pretty bad as none batch anymore. This is a project killer for me. I would like to explore work arounds.
- Is there a way to use Maya to animate and set UV without breaking Unity 3.x batching?
- Is there a way to still use Maya for animation but not setting UV and do that manually in Unity, or would that still be a skinned mesh? (I'm not sure what makes a mesh 'skinned'.
Any other ideas?
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