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Dynamic batching of animated models
Hi.
I'm trying to batch drawing 100 of animated models. The original model of the 100 models are the same.
I'm using SkinnedMeshRenderer for an ORIGINAL model, and setting baked(using SkinnedMeshRenderer.BakeMesh) mesh to MeshRenderer of the remaining 99 models. The material is the same.
I think they are qualified to be batched because they are using the same material and the same mesh but actually they are not batched.
Can you tell me why?
I really want to reduce drawcalls and CPU usage of transforming each models.
I watched: http://answers.unity3d.com/questions/63758/why-is-my-skinned-mesh-not-1-draw-call-it-has-been.html
ummmmm, I'm using $$anonymous$$eshRenderer to render the baked mesh...
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