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Question by alok1974 · Sep 08, 2013 at 02:07 AM · materialdrawcallstexture-atlas

Does same material on different mesh reduce draw calls ?

I have read about combining meshes and using texture atlas but in my case I have different meshes which are instantiated (and destroyed)during the game. I can still use the texture atlas and same material on all the meshes as I am creating my uv in other 3D application.

So my question is - If I have a single material with one texture(atlas) for all my meshes then even if I do not combine the meshes, does it increase the performance (reduce draw call).

Just so you know, all my meshes are simple quads (2 tris) and the game is intended for iPhone.

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Answer by Eric5h5 · Sep 08, 2013 at 02:44 AM

If you turn dynamic batching on, then objects which share materials can reduce draw calls, if they have the properties as described in the docs.

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Answer by keeperkai2 · Mar 06, 2016 at 01:14 AM

Yeah, it seems that is what the docs mean( different meshes with same material, as long as they have less than 900 vertex attributes, they should be batched and rendered in one draw call right?). But I did some testing in Unity 4.6.4 f1, and it is totally not the case, just putting 2 cubes with default-diffuse material will result in batching. putting the same 2 cubes and a quad with the same material will still increment the draw calls by 1. I don't know for Unity 5 though, maybe this document is meant for Unity 5 so that might be the case there.

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