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Question by martygrof3708 · Sep 24, 2019 at 09:40 PM · renderingparticlesoptimizationbatchingtexture atlas

Why aren't my particle systems batched?

I have a texture atlas and one material. Three particle systems are using this material with texture sheet animation. I get 3 batches. The material is transparent. I am using 2019.1.2f1

If the transparency is causing the issue, can you tell me how to put an image onto an opaque material without showing the background? Thanks.

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Answer by richardkettlewell · Sep 25, 2019 at 08:00 AM

The Frame Debugger can answer the question "why isn't X batched?"

Cutout mode on the Shader will render opaque with a yes/no choice about whether a pixel is visible or not (hard edges, rather than soft alpha fade)

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avatar image martygrof3708 · Sep 25, 2019 at 09:02 AM 0
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Frame debugger just says "Objects have different materials". Which they don't.

avatar image richardkettlewell ♦♦ martygrof3708 · Sep 25, 2019 at 09:16 AM 0
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What Unity version? Are the materials assigned by script or set in the Inspector? If it's via script, make sure you're assigning to "shared$$anonymous$$aterial" and not "material".

avatar image martygrof3708 richardkettlewell ♦♦ · Sep 25, 2019 at 09:29 AM 0
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2019.1.2f1

I am assigning via editor.

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avatar image martygrof3708 · Sep 25, 2019 at 09:30 AM 0
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Changing the material from transparent to opaque reduces a couple of batches, but not always.

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