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Question by Careless · Dec 07, 2014 at 11:14 PM · unity5optimization

Statistics Draw calls or GPU usage Draw calls?

Hi Guys, Recently our 3d modeler change all the models in the scene so they can all share the same texture (Texture Atlas), the draw calls were too much but now they dropped a bit, and now im stuck at the batching process, here is whats going on exactly:

When i turn the models to static: Statistics window Draw Calls:198 none Saved by batching GPU Usage profiler Draw Calls:10

When i turn the models to non-static: Statistics window Draw Calls:63 the rest are saved by batching which is 135 GPU Usage profiler Draw Calls:71

This is done in Unity 5 im using the exact same texture on all the models and the new standard material with only a diffuse texture and some smoothness, shall i go with the 10 GPU usage profiler draw calls or something is wrong here, to me it seems the dynamic batching is working while the static batching is not working for some reason but when i turn them into static the profiler draw calls drops down to 10 Thanks in Advance

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Answer by MrSoad · Dec 07, 2014 at 06:13 PM

The devil is in the detail with batching, there is a wide variety of ways to break it. Work through the info on this page of the docs, pay careful attention to every batching criteria, only one needs to be wrong for it not to work.

http://docs.unity3d.com/Manual/DrawCallBatching.html

Maybe start by checking the vert count on your 3D models.

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