DrawCalls affected by localScale?

I’m instantiating 1000+ copies of a Game Object, and I’m getting around 300 drawcalls. When I randomly change the localScale of each copy, the batching does a much better job and I have about 18 draw calls. In all other respects they are identical except for position and localScale.

I’ve read the docs, but I can’t figure out how changing the copies could positively influence the number of drawcalls.

Has anyone any clues to what be going on with the batching?

Thanks

Steve

I’m noob to this but maybe wheen an object is in front of an another one or with transparency if you use it could change the dynamic batching that reduce the draw call …

Generally, objects should be using the same transform scale.
The exception is non-uniform scaled objects; if several objects all have different non-uniform scale then they can still be batched.

So, if you import objects, prefab them and there is something preventing batching to work fully, nonuniform scaling might be advantageous for your case.