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Question by makaka · May 14, 2012 at 09:17 PM · lightingbatchingforwarddynamic batchingdeffered

Dynamic batching (yep, again)

Hi, I know there's a ton of threads on dynamic batching (let's call it DB here) but I can't find an answer to my problems. I expect to be regular behavior but I would like to know what to do about it.

I set up a scene with a camera (no skybox), no light, (no shadows), diffuse shaders everywhere and the behavior is the following:

forward rendering - DB works for objects with little vertices/polygons (e.g. cubes, 100 tris object), doesn't work for objects with more tris. I expected Unity to put these objects into several batches (according to the 287 tris limit) but instead Unity just doesn't batch these object at all. What am I missing? I thought that the if you go over the 287 limit, the DB will still work, just in multiple batches. This doesn't happen however.

deferred lighting - DB doesn't work, 0 batched draw calls. Why is that? If the object is below the 287 tris limit AND it uses the Particles/Additive shader then DB works with deferred lightning.

Can you help me out here?

I seriously lack proper in-depth documentation of this subsystem.

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Answer by ScroodgeM · Jul 27, 2012 at 11:23 AM

http://docs.unity3d.com/Documentation/Manual/iphone-DrawCall-Batching.html

Batching dynamic objects has certain overhead per vertex, so batching is applied only to meshes containing less than 900 vertex attributes in total.

If your shader is using Vertex Position, Normal and single UV, then you can batch up to 300 verts and if your shader is using Vertex Position, Normal, UV0, UV1 and Tangent, then only 180 verts.

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