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Is it possible to implement Batching directly?
Hi, I am making a 2D game.
The position value does not come out correctly when dynamic batching is applied after scaling the vertex of the sprite renderer.
So I'm thinking about implementing the dynamic batching myself, and I'm wondering if it's possible.
If not, can I expect performance improvement if I merge all mesh in the script and render it as a mesh renderer?
Answer by xibanya · Dec 06, 2020 at 11:43 AM
you can definitely do that, but before you do, try adding "DisableBatching"="True" to the tags of the shader used by the object whose precise position you need. When objects are batched their position (as far as the shader knows) is set to origin (0, 0, 0) unless you disable batching from within the shader, so that's likely the cause of your issue here.