Batching and UVs - What are the limitations?

I think Rej is saying in this video that updating UVs will break batching. Does that mean that whatever UVs are present at the start, must stay constant? Or, can you change them sometimes, but not every frame? What if a bunch of materials reference the same mesh, and you update the UVs of that mesh asset directly, not just instances of it (which I often do)?

Updating UVs will NOT break batching.

However I meant that changing Tiling/Offset properties of the texture could break batching (as it will create new material instance).

According to this thread, you shouldn't have a problem with manipulating UV coords.

Having not actually tested this though I can neither confirm or deny.