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Question by funkastle_ · Nov 21, 2020 at 06:48 PM · 2dlightingrenderingbatchingdraw calls

Help with batching

Hey!

I'm trying to optimize some aspects of my game, and can't seem to find any solution to this problem:

alt text



It looks like there is NO Static Batching going on (even though I marked every non-moving Mesh as static) and Dynamic Batching is limited at best. The number of Draw Calls is something that is driving me nuts, since there are no more than 50 GameObjects on screen.

Would anyone know what I may be doing wrong? I am using URP 8.2.0, with the 2D Renderer and using 2D lights.

Thanks in advance

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avatar image highpockets · Nov 21, 2020 at 08:41 PM 0
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Are you sharing materials amongst the objects that you wish to batch?


Do you have a lot of particles?


How many shared materials do you have?

avatar image funkastle_ highpockets · Nov 23, 2020 at 09:56 AM 0
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Hey! Thanks for answering. Let me answer back point by point:

  • Yeah, I'm sharing materials between all of the Static Objects and all of the sprites.

  • There were no particles active in the scene at that moment.

  • I have 1 material for all Sprite Renderers (there are at most 20 different Sprites active on screen) 1 material for all of the floors and 1 material for backgrounds.

Do you have any clue why this may be happening? Is it a quirk of Unity's 2D lighting system?

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