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Question by Poi7ioN · Jul 15, 2019 at 01:29 PM · batchingdrawcallsatlas

sprite shape batching problem , help needed!!

I'm working on a 2d platformer and after some trial and error I've come across spriteshapes. first decided to use tile maps but it just doesn't add upto my taste thus ended up using spriteshape. I created some texture , edges and platforms for my spriteshape controller. Then after a while i learned about drawcalls and setpass calls and how to optimize game performance by keeping the value minimum. That introduced me to a new concept Sprite Atlas and how to pack sprites together in a single atlas to reduce calls. So i created two different atlas one with all fill textures and other with all platforms and edges. Then it was the time of testing . I created an empty gameobject with spritecontroller and spriteshape object with fill texture, platforms and edges and stats windows was showing 6 batches . so i created another copy of the same gameobject with same spriteshape properties but the batch calls just got increased to 11 and at every copy it adds up 5 calls. But according to the documentation these atlas are used to call all the textures at one time and thus reducing the drawcalls but it just became more worse. I've checked the vert for all texture sprites they are below 600. I've also provided packing tag but it was for no good. Am i missing something can someone please help me with this problem , I just can't start development with such complexities and hope for the best, i need to resolve this issues. is it because of more than 1 pages in a single atlas , is it because of different size of the texture ? Please any kind of help is welcomed.. :)

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