I've seen here that batching doesn't always happen. However, I don't think it is tied to alpha blending, as given by evidence here. Is it simply a matter of not using the Geometry queue, or what?
Edit: It's not that, according to the numbers on-screen. I'm clueless, and I haven't witnessed the problem yet myself, but I certainly want to take precautions to avoid it.
Answer by ReJ
May 24, 2010 at 01:21 PM
I explained some of the batching details in my iPhone Optimization talk at Unite 2009.
You can watch video here: http://unity3d.com/support/resources/unite-presentations/optimizing-for-unity-iphone-1.5
I believe from watching the numbers myself over the past few months, and listening to what you said, that it has to do with inserting transparent objects with one material in between transparent objects with another material. Using the same material on as many objects as possible seems to really help out here (they're primarily flat quads).
Answer by Jaap Kreijkamp
Jan 10, 2010 at 12:01 PM
Lights seem to ruin batching, even if the gameobjects use a material that doesn't use lighting. One light is ok, but if you have two or more the amount of batching is reduced fast. Luckily lights that are completely out of range don't matter. To have some useless stats:
Test scene with floor plane and 35 equal prefabs, (about half of them visible):
Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.
The best place to ask and answer questions about development with Unity.
To help users navigate the site we have posted a site navigation guide.
If you are a new user to Unity Answers, check out our FAQ for more information.
Make sure to check out our Knowledge Base for commonly asked Unity questions.
If you are a moderator, see our Moderator Guidelines page.
We are making improvements to UA, see the list of changes.
Answers and Comments
No one has followed this question yet.
What shader blending modes don't work on iOS?
Why do Zwrite, Ztest, and Colormask simplifications not optimize shader performance?
Toon Shader for the iPhone
Creating a fogless version of a built-in shader
Which way to write a shader in Unity is the best?