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Question by nkws · Feb 17, 2014 at 06:17 PM · materialdynamicbatchingpoolingpool

Dynamic Batching again using pool.

Hi there, comunity! I'm facing a problem that is very irritating: i have a pool of game objects, all of them are clones. I make them active and position them when and where it is needed, after i don't need them, i put 'em back to the pool. So i can use them again and again. The strange thing about the system is that objects are not batching. I have several meshes inside one parent and some of them have the same material. It would be ok for me if those meshes were batched and others, with transparency wouldn;t. But for now Unity draws each mesh in a seperate drawcall. I've tried to render those meshes with one material, while disabling any materials in MeshRenderer through the Editor. I've even tried with other models containing 4 meshes with the same material (mobile\diffuse) for no avail...Is it something special about using the pool or something like that that breaks batching? Or maybe any other ideas on wth is it :)

p.s. Sorry for my bad english. I really hope for your cooperation. Thx in advance. p.p.s If u need more details, just let me know.

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