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beast breaks batching
I noticed beast breaks batching and am looking for a workaround.
Here is the scenario: I set all objects static, bake the lighting then set them back to non static and prefab them The idea here is to use beast to light individual buildings where I don't really care about their inter-bouncing Now before baking, the buildings were non static and only caused 1 draw call because they all shared the same material and texture atlas. After baking, I switched them back to non-static and now 20 draw calls !
here is the project http://www.4shared.com/file/iTTydFWO/beast_breaks_batching.html
Answer by Jessy · Mar 18, 2011 at 01:25 PM
http://forum.unity3d.com/threads/78850-Why-does-lightmapping-stop-dynamic-batching-from-working
What happens is, when something has been lightmapped, and then made not static, its lightmap atlas tiling and offset values change. You need to manually set them to be 1 and 0 again, even though they're worthless at that point. It's a horrible bug, but they know about it, judging from that thread.
Where do I set those values manually ? In Lightmapping, the tiling and offset are grayed out when the object is not static BEsides if I change those values the texture suddenly looks stretched since the lightmap is no longer referencing to the correct lighting area
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