Bat(ch)Man - Dynamic & Static batching

I am trying to add some people to my game as spectators. I have several rigged models that are exactly the same and share a single texture map. There are six different character skins all in one texture.

I would like to know if BatchMan can do the following:

  • allow my animations to work. When my main game character (Daredevil Dave) crashes near people I would like them to jump out of the way. There are a few animations that make this happen. I import the animations with the FBX from C4D - I am not using Unity’s animator, though I could. I usually use the old “animation” component.

  • allow me to use LOD, or enable/disable the renderer for individual models when needed. Too many rigged models in my scene will slow up the game, so I would like to use non rigged models that are swapped with the rigged animated model only when they need to jump out of the way. Either with LOD or swapping them with a script.

I’ve tried a few free scripts available online, but they either won’t let me use animations, or the objects cannot be destroyed or enabled/disabled at runtime.

I’ve seen no comments or reviews for your product so I thought I would ask here.

Thank you.

Hello there,

It is of course fully possible to use animations on batched objects. However, im quiet unsure if I get your first question correctly. Do you want to batch the people around with the daredevil dave? If thats the case you will not have luck since all of those objects are its own moving entity. However, if you want to batch daredevil dave locally (in case he is composed of several parts), BatchMan does the job.

You can aswell disable renderers to any time and enable a normal static mesh renderer. LODing should not be a problem for you. BatchMan will aswell get an internal LODing system in the future. :wink:

Exactly what I’m looking for. Is this asset still maintained? Is it working with Unity 5.3?

So almost one month later without a reply, I think it’s not.