I'm trying to incorporate dynamic batching into my application. As I understand it, Unity should be automatically batching objects with the same materials. I have a prefab in my Resources folder that is cloned multiple times in the scene and its own texture added to it (one of three). The mesh is a low-poly object, so I know I'm under the limit for batching objects. If I pause the game and look in the editor, the material of the all of the cloned objects become "rocket-01-default (Instance) (Material)". My question is what do I need to do to get these objects to batch? Do they not batch because the material has (Instance) in it after it clones? If so, how do I change this?
asked Jul 16 '10 at 06:35 AM
Adding a texture to each object makes it have its own unique material, so it can't batch.
answered Jul 16 '10 at 07:34 AM
How to Make Objects Dynamically Batch in Unity
they must share the same material
the material must not be instanced (check material name in debug inspector)
batching is applied only to meshes containing less than approx 900 vertex attributes in total (check mesh properties for some idea about this; for starters turn off normals & tangents to reduce it)
the textures must not include alpha
scale breaks batching
lightmaps break batching
multipass shaders break batching
layering other objects in between objects trying to batch can break batching
if you are instantiating the object in code, you may be instancing the material; try re-applying the material asset through .sharedMaterial
even within single-pass shaders, some can batch higher vertex attribute counts than others... in particular if you use a shader that colors vertices you’ll be adding attributes
Even so, <300 vertices and one single material for all, they won't batch if scaled in the editor, Also it seems that Cloned objects with correct settings won't batch either. When you Instantiate a clone, it will be carried out as myobject(clone) and its material as thematerial(clone) this will result in not banching the object, and this is though to spot, as these objects are generated at runtime, so..
Try to put your batching materials into the resource folder, so that you can apply later the correct material, this should do the trick
There appears to be a huge list of 'what breaks batching'. Is there any way to definitely examine an object, and unity say "This object cannot be batched due to alpha textures" (or whatever) ?
It seems far too easy for your artist to accidentally break batching by making an object 301 polys, or including 1 pixel of alpha, and no-one will have the slightest clue why the framerate suddenly plummeted!