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Question by HakanOzcan · Mar 04, 2015 at 04:48 PM · staticdrawcallsstatic batchingstatic-batching

Mobile "Draw Call" Problem

In my mobile project, I have a scene(Lets say it is "scene 2") which contains some gameobjects mostly with mesh renderer components and most of them are static. When I start play this scene 2 directly, the profiler shows me the draw calls are about 45(Static objects are not included in draw calls, but I see them they are drawn, it is ok). But when I start my game from splash screen (Screen 0), then go to main menu (Scene 1) then click load button and go to game screen(Scene 2), then the same scene shows me 130 draw calls(static objects are included in draw calls, same scene but different number of draw calls!). What is the problem here?

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avatar image hexagonius · Mar 05, 2015 at 07:28 PM 0
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Loading additive or using DontDestroyOnLoad in scenes before?

avatar image HakanOzcan · Mar 05, 2015 at 08:02 PM 0
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yes there are DontDestroyOnLoads , but they are gameobjects with some scripts attached that contols game logic. No renderer components on them.$$anonymous$$oreover, I am using LoadLevelAsync between scenes. No Loading additive

avatar image hexagonius · Mar 19, 2015 at 01:48 PM 0
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What exactly are the draw call stats for the 45er and the 130er? You were saying, in the first one statics are not included but rendered. Doesn't make sense to me.

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