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Question by numandina · May 17, 2015 at 08:48 AM · performanceoptimizationdrawcallsdrawcalls

Objects using the same material are incurring separate draw calls.

Hi.

I have a prefab consisting of a mesh (152 verts, 76 tris, uv,colors) and a mesh renderer using the Mobile/Diffuse shader with a texture sized 64x64 automatic compressed with mipmaps.

Now I use this prefab multiple times in the scene but each use costs me an additional draw call. What am I doing wrong here? I get the number of draw calls from the "GPU Usage" Pane in the profiler.

Thanks.

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avatar image Owen-Reynolds · May 17, 2015 at 03:10 PM 0
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Are you "touching" the material in code anywhere? In the Inspector while running, does the $$anonymous$$at slot have (instanced) after it?

avatar image numandina · May 17, 2015 at 03:21 PM 0
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No I don't touch the material. There is no (instanced).

It's worth noting my objects are not static. They have rigidbodies and move, but dynamic batching is turned on.

avatar image screenname_taken · May 17, 2015 at 03:44 PM 0
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How many vertices your dynamic objects have? If its more than 300 then they won't batch.

avatar image numandina · May 17, 2015 at 03:56 PM 0
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It's in the question description.

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