Alpha Blend and Draw Calls

So I am getting all caught up on my draw call situation, and since I am working in Unity iPhone, most of my shaders use alpha blend (particles mostly). But the downside I am realizing, is that alpha blending batching can be broken depending on where the object is from the camera. Is there any workarounds or advice anyone has to prevent this?

Thanks.

skinned mesh.

Erm, skinned meshes dont batch though…or is there something I a missing…

I’m guessing alpha blended meshes don’t batch either (because otherwise you’d get bits rendering infront of other transparent objects, even if those transparent objects are behind parts of the batched mesh).

If they are using the same material they do.

Any more insight?