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Dynamic Batching Question
Alright, this one is going to be tricky to explain, so bare with me. I'm working on a Unity iPhone project that is almost done. However, I realized that I was getting around 40 Draw Calls per frame (on average) and maxing out around 60. I really want to get that number down to around 25-30 draw calls. Many of my enemies are prefabs that use the same material, so I was under the impression that they would be dynamically batched. The problem is, that I alter the alpha channel of the material, in order to fade the prefabs in. This will create a new instance material for each of the instantiated prefabs and breaks the dynamic batching. My question is, if I were to programmatically reset the material AFTER I had faded the prefabs in, so that all the prefabs were using the same non-instanced material, would that restore the dynamic batching?
I'm at work, so I can't try it out now. I'm just hoping someone else has had some experience with this so I don't waste my time trying. If no one answers or knows, I'll give it a shot and post my results as an answer.
Thanks! If you want to take a look at the game, I have a video in the Showcase Unity forums here.
Answer by Eric5h5 · Jun 17, 2011 at 02:33 PM
Yes, resetting the material will allow dynamic batching to work.
Works like a charm. Never even thought of this kind of thing until right now lol -$$anonymous$$ith
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