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Dynamic Batching and vertex shader animation

I Use a vertex shader that manipulates the object to create a animation. The system is depended on the models local coordinates to work properly. Unity batches all the instances of this model together and the animation fails.

Is there a way to: a. Disable Dynamic batching on a per shader basis. b. Get the object root location as a uv coordinate within a batched group ?

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asked Feb 29 '12 at 04:21 PM

iwandi gravatar image

iwandi
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A. No.

B. Unity won't provide it, but you can come up with your own solution. Obviously, the more vertex attributes you need, the uglier the solution will have to be.

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answered Feb 29 '12 at 05:06 PM

Jessy gravatar image

Jessy
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asked: Feb 29 '12 at 04:21 PM

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Last Updated: Feb 29 '12 at 05:08 PM