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Question by boddole · Sep 17, 2015 at 09:58 AM · graphicsbatchingdrawcalls

Trouble with Dynamic Batching

Hello everyone, I'm using Unity 4.5.5f1 Free and I'm running into an issue with Dynamic Batching that I just am not understanding.

alt text

As seen in the attached picture, I've got a turret mesh that is using a mobile/diffuse shader consisting of less than 250 vertices which is adding 1 draw call to the scene. It uses a shared material and texture as do many other meshes on this ship, but only this one is adding an extra draw call. I've gone through the usual problems (vertex limit, alpha, lighting, lightmaps, scale, layering, complex shaders, etc) but I don't believe this mesh breaks any of them, yet it still is adding a draw call.

Any ideas on why this is will be greatly appreciated, thank you for reading.

batch-problem.jpg (284.9 kB)
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avatar image wrobel221 · Oct 07, 2015 at 07:57 PM 0
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Can you give more details on your FBX import settings, maybe it has more than 900 vertex attributes, it has something more than Position, Normal, UV, Tangent. For 4 attributes per vertex it's about 225 vertices limit. For 5 it's 180 vertices limit. Try to swap mesh to a simpler model (e.g. Box) and check if it reduces draw calls or remove vertex attributes. Also, can you verify the draw call count in a newer 4.6 version if nothing helps?

avatar image hexagonius · Oct 08, 2015 at 09:46 PM 0
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I also think it's the vertex attribute limit. 250 * 4 = 1000

vertices, normals, UVs.... and one more?

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