- Home /
Batching and UVs - What are the limitations?
I think Rej is saying in this video that updating UVs will break batching. Does that mean that whatever UVs are present at the start, must stay constant? Or, can you change them sometimes, but not every frame? What if a bunch of materials reference the same mesh, and you update the UVs of that mesh asset directly, not just instances of it (which I often do)?
Answer by ReJ · May 27, 2010 at 07:28 AM
Updating UVs will NOT break batching.
However I meant that changing Tiling/Offset properties of the texture could break batching (as it will create new material instance).
That's what I figured you meant, but I don't think that's what it appears that you're saying in the video. That's fantastic, because I don't find myself using tiling and offset, but I use UV matrices and update UVs a lot. I have not found UV animation to work with static meshes, but that makes sense. I just wish that was clear in the documentation, because I got confused one time, when my UV-changing scripts weren't working, and I couldn't figure out why. Unchecking static fixed that.
Answer by equalsequals · May 25, 2010 at 01:51 PM
According to this thread, you shouldn't have a problem with manipulating UV coords.
Having not actually tested this though I can neither confirm or deny.
Cheers,
==