I am working with unity3d pro 4.0.1. (iOS pro version ) . I am currently facing many performance issues for iOS (may be due to lack of graphics optimizations and CPU optimizations).
I have created some low resolution objects (into MAYA) and characters (maximum 1.3k vertices for each) which share a common material . I have used an common “ATLAS TEXTURE” for each object so that I can share a material between maximum number of objects as possible. It worked really great to minimize my DRAW-CALLS.
But my scene need to display many copies of a particular objects (or coins) (may be about 40-60). System issues one draw-call for each coin. Here, I need batching for the coins. I have used “static batching” by making coin’s prefab static. but when I run my game scene with 10 coins on screen the number “SAVED BY BATCHING” under “STATS” showing me zero ( 0 ) means no object is being batched by the system .
Is it possible that no any objects or their copies in same scene sharing same material don’t be batched ??
I have also some objects with animations . Some times they are being batched and sometimes not . What may be the issue ?
Does machine determine by its own way and decide which objects to be batched ??
Even a little help or clue will be highly appreciated .