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Question by Maisey · Apr 05, 2017 at 09:34 AM · 2dspritesspriterendererbatching

Odd/Negative scale does NOT seem to break batching on sprites?? I'm confused...

I could use some reassurance.

According to this: https://blogs.unity3d.com/2017/04/03/how-to-see-why-your-draw-calls-are-not-batched-in-5-6/ having odd negative scale should break batching. But setting up a simple example by having a bunch of sprites, with same the texture and material, with both uniform, positive (1,1,1), and non uniform positive/negative scale i still get one 1 batch. How come?

It's witchcraft like this that keeps me from really understanding things fully :'(

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Answer by Tasarran · Apr 06, 2017 at 07:05 PM

Probably a result of upgrading the Unity engine as time goes by, and forgetting to update the documentation. Updating the docs is usually the last thing on the priority list for most code-monkeys... ;)

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